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Published by Capn_Ragnar, 2023-05-15 15:32:27

D&D - Out of the Abyss (5e) (lvl 1-15)

D&D - Out of the Abyss (5e) (lvl 1-15)

Keywords: Dungeons & Dragons,DnD,TTRPG,Forgotten Realms

4 PEORLEMS Cunsn ltthe gelatmous cube clabbagool travels with the party (see thaptt-.r4), its presence poses a few challengesin Blingdenstone The recent ooze attacks have the deep gnomes rattled, and an intelligent, telepathic gelatinous cube IS Somethingbeyond their urldetstarldlng.The characters have to corlvlrlce the svlrfneblin to allow their unusual companion lnstde, or tell it to remain outside the settlement. ltlett outside, Glabbagoolmight eventually find its way in through the wererat warrens, giving the characters insight into how the other oozes are getting lflr or appearing in the nick oftime to help the characters if they find themselves in peril. §NTfilr/got-l‘s BooN __ This large cavern is located west of Blingdensionc (see the map of Unclerdark regions and locations in chapter 2) and has always been a closely guarded secret, Most svirfneblin who knew of it perished during the draw invasion of Blingdenstone, A few members of the Stoneheart Enclave have heard oi its existence, but have either dismissed it as legend or have simplyhccn tno preoccupied with the reclaiming and rebuilding of Blingdenstone to search for it. The cave is two days‘ walk of the settlement. its entrance a small tunnel leading to £1 ledge high above the cavern floor. The cave is lined with stalagmites and stalactitcs, but the dominant feature is the summoning circle at its ccnler. The circle was once used by the svirfneblin to summon Entémoch. 2| prince of elemental earth. and his energies suffused the entire cavern, empowering elemental summoning within its confines. if the circle is used to cast a spell that summons an earth elemcntall the speil's duration becomes 1d4 + 6 days and the spell requires no concentration. The summoned elemental never becomes hostile toward the spell‘s caster or its companions. To gain these benefits, the caster must provide material Componentsin the form orgerns with a total value or 10 gp per Hit Die of the elemental summoned. FINDING EN'l'c'MocH‘s Boon Locating the tunnel that leads to Entc’moch‘s Boon is a great service tor the svirtnehli and might be a quest set tor the adventurers (sec "UnitingBlingdenstone" later in this chapter). Despite how close the cavern is to Blingdenstone.finding it is no easy task. Characters can search for thc lunnel by traveling at a slow pace in its general vicinity. Each day they search, have the characters make a DC 20 group Intelligence (investigation) oi- group Wisdom (survival) check. If the group check succecds, the characters find a curious waylnarker: 21 small pyramid of carefully stacked stones next to the mouth of an otherwise unassuming tunnel. After locating the waymarker and following the tunnel next to it, the party can make a DC 20 group Intelligence (Investigation)or Wisdom (Survival) check. On a failure, the party wastes a day searching for the next waymarkcr. llthe group check succeeds, the characters find their next lead after 2tl6 hours: a tunnel whose entrance is flanked by the sculpted faces ota male and female decp gnome. This tunnel features many CH'\PFFR o l1Ll.’\liDEi\STK)Nl side tunnels concealed by roclt formations. The party must make a DC 20 group Intelligence (Investigation), Wisdom (Perception), or wisdom (survival) check. if this group check succeeds. the party rinds Entemoch’s Boon: ifthe check fails, the characters waste a day of exploration searching for it. Finding Entémochs Boon allowsthe characters to make a check to improve the attitude of the deep gnomes (see “ChangingSvirfricblinAttitudes"). RandomEncounters.For each day of cxplomtion, check for random encounters using the tables in chapter 2 and adjust the drow pursuit lcvel as necessary. THE Brnsrs or Enrfiwloci-l's Boon Characters who explore the cavern find shattered bits of statuary. A successful DC 17 intelligence (Investigation) check confirms that the stone bits are the remains of petrified cave Vermin, Unless they lcave the cavern immediately,the characters are accosted by a mated pair of basilisk: that call Ente'moch'sBoon home. Once the basilisks arc defeated, characters can resume their cxploration oi the cave and find three basilisk cggs in a nest made of pulverized stone. Each egg is a 6»inch-diameter. 20—p()I1ndsphere with a pebbled-grayshell as hard as stone. Left alone, the eggs hatch in 1d4 + 1 months. An infant liasilisk that emerges imprints on the first creature it sees. lt thereafter follows that creature around like its parent, demanding to be fed. If the characters manage to keep the basilisk alive, it reaches adulthood after twelvc months. Track its growth using the Basilisk Maturation table. BASILISK MATURATION Age size Notes AC ll; 4 (ion a 2) hit points; speed l0fi.; Strl0 (+0); no Petrrfying Gaze; bite attack is +2 to hit and deals ‘l piercing lntant Tiny (up to 3 months) damage plus 1 poison damage on a hit; Challenge 0 (10 xv) AC U; 22 (Ads + 8) hit points; speed l5 tt.; str l3 (+1); Petritying Gaze has a range ofis feet; bite attack is +3 to hit and deals 3 (M4 +1) piercing damage plus 2 (ld4) voung small (342 months) poison damage on a hit: Challengei (200 XP) Adult Medium See the Marlstzr Mlmbuzl (\2+ months) WHlTE_s31EliMlNE _ Blingtlenstonefslargest salt mine is half a day's travel to the south. Like many of Blingdenslones resourcc sites, the road to the mine is easy to miss by casual travelers, but sentrics hiding along the way can recognize iriendly visitors(such as those in the company uljimjar, Topsy, or Turvy) and guide them along the proper tunnels.


er Whiteshell Mine is an intcrcrmnectetl network of small caverns dug into the vast salt veins lining this area of the Undcrdarlt. The mine produces enough salt to supply both the Blingtienstone settlers and sell in the market hub of M;lntol—Derith.The mine has a tavern devoted to keeping the giant cave lirardsthe svirtnehlin use as beasts of burden. The deep gnome Perigrog Serapedust runs the mine with a fair but demanding hand. He believes that the more the mine produces. the more hc can export. and the quicker Blingclenstorie can be returnetl to its former glory. I_’1_cKsmNE MtNEs_ Renamed after the larg 1 and most influential family tn the Miners’ Guild. tht‘, Pickshine Mines comprise several mines scattered in a wide circle around Blingdenstone. The deep gnomes have engineered the access tunnels in such a way that only one known entrance leads to tilt‘ mine complex. and this entrance is defended by four galeb duhr disguised to look like nrtlinaty bouldcrs and a dozen deep gnomes. The largest mine shafts include veins of cttmmtin metals such as iron and copper, as well as many veins ui rarer mineral ch as mithral and adamantine. The mines also l’lUl(l crystal caverns where the svirfneblin harvest all manner of gems. All the main routes to Blingdenstone inle ect near the mine coinplexs rnain Cntrant , ineaiiiiig the characters are likely to pass it huiore arriving in Elingdenstune. If they stop there. they meet Daseo Pickshine, the deep gnome ovcrseer in charge otgencral operations. Dasco is willing to let the Charttcterstag along with a ttargt) otnres heading for Blingdensmne. happy to have the extra security. §'l"oNEl-lEARr @1512RY 7 The Stonehcart Enclave has its headquarters in this cavern suffused with faerzress and elemental energy. This quarry doesn't provide stone for constructimi, since Blingdcnstone builders need only take a pick to any wall to find their building materials. Rather. this cavern provides the small army of earth elenientals aiding the settlers. anti its magical stone is used in the creation of items such as earth mentalgems. rings ofearth elemental command, and stones of controlling earth elementals. Elemcntals entering into the Material Plane here. whether by spell or other means, have an additional 2 Hit Dice. Normally,Yantha Coaxrock leads the operations in the quarry. While she is in Matltt)i»DEri[h (scc chapter 9). her apprentice Nomi Pzithshutter is in charge or the druids and wizards of the Stunelteart Enclave. ELEMENTAL HEALING Nomi Pathshutrer is aware of Ogrétnoclfs Bane and has made it her life's work to protect elementals from its influence. She studies samples of corrupted elementals as part of her efforts, and rewards characters who bring her at sample from any out—of—controlearth elemental creature found in the unexplored areas %. Dooits or BLINGDENSYDNE Heavy stone doors reinforced with steel or adamantirie are found throughout the deep gnome settlement. Unless otherwise indicated, a door in Bltngdenstone has AC 18, 40 hit points, a damage threshold on 5, resistance to thunder damage, and immunityto poison arid psychic damage. of Blingdenstune. She pays 10 gp per Hit Die of the creature from which the sample was taken. OUTER BLINGDENSTONE Everything in Outer Blingdenstone was designed to thwart would—l)e invatlcrs. l STAIRS Rising up to a broad terrace before the gate. these wide stairs are built for gnomish fcct. They are diiticult terrain for lyletltiini and larger creatures. la. Carr LIFT At the top oftlie stairs is a large entrance on the west wall. where wagons are secured on stone sleds pulled by it chain up a steep slope. The hoisting mechanism is at the top or the hit is operated by an earth elemental, although any creature with a Strength of 20 or any group of creatures with the combined strength to lift 600 pounds can operate it. The lift's tunnel is wide enough for the sleds but has little clearance above them. The floor is part of the mechanism and is difficult terrain. Climbingin and out oi a sled costs 10 feet of movement. 2. MAIN GATE The main gate of Blingdenstonc is él tloor made ofsteel and mithral. inlaid with a secret magic-resistant alloy and plated with adamantinc. The gate has AC 23, 60 hit point. a damage threshold of20. r sistanee to thunder ttaniage. and immunity to poison and psychic damage. The terrace between the top 0ill1F stairs and the gate has a slight upward slope. The slope imposes disadvantage on checks made to rain the gate. Eight deep gnomes guard the gate. One ofthcm carries a s ellgcni (see 'd[)p€lldiX B) that contains a see irzvt ty spell and uses it to scan for invisible creatureswhen the party arrives Arriving characters are questioned to determine tllei "mentions. The guards are thorough but not threatening: as long as the characrcrs S(‘Cl'I1 benign. they are granted entry.Four of the guards c‘S(‘(ll’l them through the maze (area 3) and the gauntlet (area 4) to Inner Blingdenstone. Having_]it'n_]ar. Topsy. or riirvy in the party helps smooth the characters‘ entrance to Elingdenstone. This is especially important if the party contains one or more draw, whose presence would otherwise demand an armed escort at all times within the settlement. It’ the characters rev .al that they are fleeing the draw. the guards decide that Chief Dorbo Dlggcrmattock should hear their tale. The armed escort that brings the characters into the settlement leads them to an audience with the chicfin area l4. t: it r\ l'T[it {i ti Ll >10 n r NSTON 2


3. MAZE Between the gate and Blingdcnstone proper, the svirfneblin built the maze: a twisting and turning path that runs between 10—foot—high walls studded with nai Climbing Ll nz|il—studdecl wall requires a successful DC l3 Strength (Athletics) check. Even With a successful check. a creature must succeed on a DC 13 D txterity saving throw to avoid the nails, taking ld4 pi rcing damage on a failed save. The path slopes up and down, so sections can be flooded or inundated with poisonous smoke. At certain points, the path narrows to allow Small creaturesthrough; Medium creatures must squeeze, and Large creatures can't tit through at all unless they have an amorphous form. A second path is inaccessible from the main gate, traveling above the winding path. This upper path is festooned with towers and battlemcnts where tleiendcrs can fire freely at creatures attempting to tnake their way along the lower path. A paved road runs along the western wall of the cavern. onto which wagons and draft animals are hoisted so they can bypass the maze. The hoist mechanism can be destroyed Wllh the single pull ofa levcrifinvaders manage to hijack it. 4-. GAUNTLET Blingdenstoncfslast line of defense is a wide, winding tunnel behind a gate similar to the one in area 1. GATE Tow;-zns Flanking the gate are two stone towers embedded in the cavern walls. Peering through shuttered windows in each tower are four deep gnomes. eight in all. These gnomes operate winches that open and close the gate. If the characters are travelingwith a deep gnome escort. the gates open as they approach, allowing access to the tunnel hcyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. C)-l:\l’TFR 5 i ELlNlal)|-.NSTONE TUNNE L The tunnel has a 30-foothigh ceiling, and embedded in its walls are spcllgerns spaced 30 feet apart and 15 feet above the rough—hewnfloor. The gems are set in sockets and held in place with sovereignglue. and each gem contains a symbolspell. Any deep gnome who can see a gem can activate the spell within it by using its action to speak the proper command word. Any attempt to pry a spellgcrn from the wall destroys the gem. At the north end of the tunnel is a smaller door made of stone reinforced with adarnantine (see the “Doors of Blingdcnstone" sidebar). Fifteen—foot—high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdcnstone beyond. INNER BLINGDENSTONE Population:300 deep gnomes (svirfneblin) Government: Work collectiveled by Dorbo and Scnni Diggcrmattock Defense: Militia. summoned earth elementals Commerce: Salt. gemstones, and rare minerals Organizations:The Miners’ Guild, the Stoneheart Enclave The defenses in Outer Blingdenstone paint a picture of a paranoid people under siege. but once past the final gates, the true character of the settlement is revealed, warm. cozy, and welcoming, Blingrtenstoneis a rarity in the Underdark. Read the followingboxed text when the characters first arrive in Inner Blingdenstone, omitting the second paragraph it they arrive unescorted. You leave the dark tunnel behind and step into what looks like another world.These aren't sinister drow caverns or harsh, bare stone, but a subterranean land of warm colors and welcoming smells. The deep gnomes you see going about their business glance up at you with suspicion, but you instinctivelyunderstand that you face no threat here. one ofthe guards eseortlngyau abandons his severe frown to give a deep nod as he prompts you past the inner gate. "Welcometo Elingdenstorle, travelers." 5. RECEPTION HALL This busy cavern welcomes visitors to Biingdenstune and connects the most important chambers of the new settlement. Two sealed tunnels here lead to the GoldwhiskerWarrens. One is closed off by a deliberately caused cave-in to the south, and the other by reinforced. locked. and guarded gates. 6. BARRACKS This chamber is above the main level of Blingdenstone. and houses off-duty svirfneblin currently assigned to defend the entrance.


he 'ately -cert, one. 7. TRADERS’ GROTTO This cavcrn serves as Blingdenstoncs central market. All manner of fungi once grew in the moist grolm. but a miscast spell turned them to stone centuries ago. Blingdensloties merchants gather here in makeshift stalls amid the stone stalks to hawk their Wares and barter with one another. Arriving caravans lower their cargo to warehouses carved out beneath the grotto, Kazooxc PICKSHIN E if the characters accepted Werz Saltbarons errand in Gracklstugh (see chapter 4). they can deliverWerz's sack of gems to KazookPickshine. who has a stall in the Traders‘ Grotto. Kazook is a deep gnome. If the characters approach him openly and present the sack to him. he muffies a gasp as he looks around. then quickly ushers the characters into the stall, admonishing them to talk quietly and not be so open. He inspects the gems. weighs them by band while looking at the characters with suspicion, then paysthem for the deliverywith a zircon worth 50 gp. GIELATINOUS CUBE INCURSION The first time the characters vi ’t the Traders‘ Grotto without an escort, a clanging bell sounds near the main entrance. when this happens. read the following boxed text to the players. The deep gnomes around you all draw weapons and retreat as you see a guard stumble back. then rise up in the atr, A strange shimmer around him reveals the surface ofthe gelatinous cube that has engulfed him. Two gelatinouscubesseep through a collapsed tunnel between the Traders‘ Grotto and area 24 of the Ciolrlwhisker warrcns. Both cubes advance, attempting to engulf and consume any other creatures in their paths until they are destroyed. The trapped svirfncblin is named Mev Fllntknapper (use the veteran statistics in the Monster Manual, but also give Mcv the Stone Camouflage. Gnome Cunning. and Innate Spellcasling features ofa deep gnome). He has already taken to acid damage and takes another 21 (6d6) acid damage at the start of each of the cul:lc's turns until pulled free with a suc essful DC 12 Strength check. The attempt requires an action, and any creature making the attempt takes 10 (3d6) acid damage is it reaches into the cube. lf Glabbagoolis with the characters. it attempts to intimidate the other cubes by interposing itsclf between them and the characters. At your discretion. allowGlabbagoolto use the Help action to assist the characters‘ attacks. Treasure. Once destroyed. the hostile cubes spill their contents on the groun 2 go and a +1 sliortsword of drow manufacture (see the "DrowcraftItems" sidebar in appendix B). ‘ lNNER Buucozusrons: GENERAL FEATURES lnrier Blirigdenstone covers the areasthe svlrfrleblin have recovered rrdrn supernaturalsquatters and other dangers, now secured by mundane and magical means. Chambers. Blirlgderistone is not a single cavern, but a network of interconnected caves and pockets the svirfnebliri have widened arid worked rpr use as homes,workshops, vending stalls. places crwdiship. stcrerdcrns, arid the like. Other than the private homes ofsvlrfrieblln families. all chambers are tall enough for Medium creaturesto walk around without dimculty, and common areas are even larger, lt is rare for cavern walls to be bare in Bllrlgderrstorie, The walls nrlarga caverns are studded with stairs and ramps leading to balconies and hollows Sewing as storage or sliops.Tl'ie largest caverns ara crisscrossed by walkways allowing svlrfrlebllri and visitors to reach conrlectlriglurinels high above the floor. LigliL The caverns oflririer Elirlgdenstclrie are brightly lit with a mix dttiiclurviinescerit rungi, caged giant fire beetles, and magi:.Tl'le light from these chambersspills into short connectingtunnels lacking their pwn illumination, creating areas ofdlm light, Lorigertuririels have their own light, usually magically prcducad cininccringTunnels. svirfnelalin and other small races can walk through tunnels with ease, but Medium or larger creaturesrnust duck and squaaztka feature intended to control invaders‘ movements. Mostturinels have smooth floors. but those around the periphery crthe reclaimed areas are strewn with rubble and debris Some ofthe connectingtunnels Irl Blingdenstcneare trapped The most common traps are collapsing roofs and spiked pits (see "Sample Traps” in chapter 5 nfthe Dungeon Master‘; Guide). Many tuririels slope down liatnra rising up again, allcwingtlie gnomes to flood them. All tunnel traps are inactive in lrlner Bllngdenstorte. but the svirrnchlin can quickly activate them in case ntarnargcncy, DEVELOPMENT After the gelatinous cube cncoiintcr,svirtneblin inform the characters that incursions by oozes are becoming more frequent. ln every case. it seems as though the oozes are trying to make their way toward the abandoned northwest section of the city (labeled "The Pudding Court" on the map of Elingdenstonc). XP AWARDS The rhnracters gain a spcciai award or 100 XP each for delivering V\'erz‘s sack of gems to KazookPickshine. It the characters managed to rescue Mcv. or made a sincere efiort to do so. award each of them 50 XR and allow the characters to make a group Charisma check to improve the deep gnomes‘ attitude (sec “Changing Svirfnehlin Attitudes"). 8. THE RUBY IN THE ROUGH The Stoneheart Enclave agreed tojoin the Diggermattock effort to rescttle Blingdenstonc in exchange for help reclaiming this reniplc known as the Ruby in the Rough. The temple is dedicated to Segojan Earthcaller. the svirfnehlin god of deep earth and nature, The rituals and day—t0—d2ly iluties of the temple are overseen by a deep gnome named Cilyphic shrocni1ight,a nervous young novice doing his best in a situation requiring a much older and more experienced i t-t/\l*lEktv i llll.\'(‘rlll-i\‘S'l‘ONE [I13


.._.._....._.. _..._. . cleric (use the acolyte stati. s in the Monster Manual. but also give Glypl , the Stone Camouflage. Gnome cunning. and Innate spelleasting features ota deep gnome). Despite the desecration of the drow invasion and the decatles of scavenging and raiding in its aftermath. __ TH E WAY Hon E The svirfneblin know of routes from Blingderistorie to both the surface world and cauritlgrym. If you want to keep the characters adventuring iri the Underdark, Blirigdenstorle should either be their last destination after having explored the other areas in the initial chapters ofthe adventure, or they should he kept busy with other commitments and quests perore returning to the surface world. rhese quests could come either from the deep gnomes or from earlier chapters orthe adventure The svirtnebliri won't help the party reach the surface world until their attitude toward the characters is friendly. The characters can achieve this through minor acts and services (see “Changing svirrriclallriAttitudes" earlier in this chapter), as certairi svirhiepliri ask ror their help. Ifthe characters leave the svirineblin without providing them assistance in dealing with their troubles, the deep gnomes‘ attitude toward the characters is hostile iithey ever return to Elirigderistorie. j7 CH.-\PlLl< o i HH\rGDE.\'Sl0.\4l the old city's honored di-ad still rest securely in tlie catacombs beneath the temple. A passage on the east side of the cavern loads down into this network of small linked caverns accessible only through the temple. The catacombs are built along a mostly regular grid, making it easy for characters to find their way among standing statues and funerary nichcsr If the characters come here followingrumors of ghosts, it's only a matter of time before they meet Burrow Wardenjatlger, a ghost from the time ofthe dmw invasion. If the characters recovered FelCk's severed hand in the "WhorlstoricTunnels" section of chapter 4, they can lay Felek's spirit to rest by placing his remains in the catacombs. If they do this. the ghost of Burrow VVardel1 Jadger appears before them. BU RROW WARDEN _]At)crER _[adger‘sghost greets the characters but disappears through a wall ifthey attack. (Word quickly gets around the settlement of the adventurers’ rudeness. negatively shifting the gnomes‘ attitude loward the characters.) Jadger speaks candidly about who he is and what happened to him After gaining any sense that the characters are eeking intorrnatioii from lhe svirrnchlin. he asks them to pertorrn two tasks involving laying other svirfneblin spirits to rest:


>lin. Destroy Vazuk. a deep gnome who is mad with grief and a threatto the other residents of Blingdenstone. His specter can be found haunting his old home in area 12a. Recoverthe remains ola deep gnome named Udhask and bring them to the uatacombsjadget knows that the deep gnome died somewhere in Rockblight,the northeast section of Blingdenstone. Jadger tells the characters he will answer one question tor each ghost laid to rest (includingPelek from Crracklstugh. if the characters have returned his hand here). His knowledge of thr: Underdark is considerable. though somewhat ontdztterl. XP AWA R us If the party returns Pclck's remains to the catacombs. each cltamcter gains a special award or 100 XP. 9. CULTIVATION CAVE This cavern complex is devoted to the cultivation of useful fungi the svirfneblin use in their cooking and crafting, including the following edible and exotic fungi: 3d6 barrclstalks 6d6 hluccaps 3d6 Nilhoggis noses 3d6 torchstalks 3d6 trillimacs Two blockedoff tunnels lead north and northeast to areas that have not been resettled. All elemcntals are kept away from the passages because the Stoncheart Enclave believes they lead to the caverns where Ogrémoohs Bane lurks. 10. STAGING AREA This cave is forlilied with barricades and defended by eight deep gnomes and four cave hadgers(see “Random Encounters in Blingdenstone").There are no earth elementals reinforcing security here because the passage on the north wall sealed at either end with a locked door—learls to areaswhere the deep gnomes have confirmed the influence nf 0grémoch's Bane. UNSEEN Evll. The leader of the guards is a wryly cynicalsvirfncblin named Sark Axcbarrel, who warns the characters of reports ofa medusa lurking in the caverns beyond the doors, in a section ofthe old city that the gnome refers to as Rocltblight. If they decide to explore Rockhlight, Sark asks them to find out whatever they can about the medusa and kill her if they are able. He offers a payment of 50 gp per character for useful information, plus a diamond worth 1,000 gp it they bring back proof that the medusa is dead. ll. CAVES or CLATTER This cluster of caverns on the eastern end of the settlement serves as a workspace for weaponsmiths and arrnorsmilhs. Traditional svirfncblin arms, including picks, darts, and daggers, along with ring mail, scale mail, and chain mail shirts, are forged and traded here. Less common equipment such as swords and shields can be custom ordcrcd. Prices for weapons and armor are double those listed in the Player's Handbook. The passages leading to area 17 are sealed ctr by steel walls that can't be opened. 12. RESIDENTIAL CAVES These caverns branch off into smaller caves serving as ltuvels for families of svirfnerhlin. Tunnels lead to secondary chambers that branch out into more hovels. Deep gnome hovels have no doors. The locals are willing to talk with the charactcrs. pointing them toward a particular Cave that was recently evacuated. A "ghost" manifested there and chased out a family trying to scttle witltin (see area 12a). l2A. VAZU K's HOME Vazukwas a simple leathurworker who died in the druw invasion. His spirit :.l\vt)ke when rt family moved intc what used to be his home. then began to throw hrs and terrorize any creatures roming near. Vazuk is a specter (use the poltergeist variant). He can't he turned while do his former home. He attacks the characters as soon - they enter the house, all the while screaming "Mine! My stuttl Not yours!" Treasure. A character who searches the l't0\ el and succeeds on a DC 15 Wisdotn (Perception) rhcclr spots Ll concealed hole in the floor, The hole contains a small zurkhwood chest holding right tiny rubies worth 250 gp each.


' -‘—-at XP Awunns in addition to the XP earned lnr defeating Vztzuk, each character earns 50 XP if they inform Burrow Warden Jadger (see area 8) that the spirit has been dealt with. 13. SPEAKING STONES A circle of stone menhlrs prcdating Bllngdcnstone stands at the center nfthis sn-tall cavern. The gnomes believe this henge is a cluster or truly zincient galeb duhr. venerated as manilestatinns of the gods. The more religious members of the Stoneheart Enclave cast angury and commune spells within the circle. interpreting the responses to their entreaties through subtle changes in the Vibrations in the bedrock below. CLEANSE THE STEADFAST STONE Gurnik Taplinger, head priest nlcallarduran smnothhandsin the stoneheart Enclave, approaches the characters it’ they show any interest in the Speaking Stones (use the priest statistics in the Monster Manual, but also give Gurnik the Stone Camouflage, Gnome cunning, and innate Spellcasting teatures oia deep gnome). He asks them to undertake a taskin a closed off area ofthe old city known as Rockblightiwhere the temple of his god stands desecrated. If the characters agree, he gives them a ruby spell gem (see appendix B) containing the hallow spell and asks them to place the gem in the Steadfast Stone's menhir (see area 22). Gurnik warns them that once they place the gem, 0grémocl'i's Bane will send its servants to stop them. Theymust defeat these servants until the gem awakens three temple guardians. at which point the temple will be cleansed and the characters can leave. Once the characters accomplish this task, Gurnik channels the power of the cleansed temple, bestowing a blessing o/proleclion or a blessing of weapon on each or the characters (each player's choice): see "Other Rewards" in chapter 7 of the Dungeon Masters Guide lor more information on blessings. 14- DIGGERMATTOCK HALL This is the home of Dorho and Senni Diggermattock as well as the “palace" of the provisional government of Bllngtlenstune.Characters are escorted here if they reveal to the guards in area 1 that they are fleeing from the draw. Two dozen or so svtrfnebltn occupy this well-lit cavern, some moving briskly with messenger pouches in hand while others huddle around several stone tables covered in maps and other papers, talking In hushed, serious tones. The back ofthe room is dominated by a dais carved from the rock ofthe cavern. atop which rest two stone desks facing each other. Two svlrfneb|in—one male, one fema|e—sit behind the desks. conferring with advisers and each other. They turn their attention to you as you enter. CH \PTER 6 B|lNi7DEN'STi7\E The de farm rulers ofB1ingdenstone are interested in everything the characters have to say about their adventures. especially if they've witnessed any events related to demonic influence in their visits to other parts of the Undertlark. The Diggermattocks ofier characters a safe haven on the condition they cause no trouble in the community. If asked about reaching the surface, Dorbo says he'd like to help. but Blingdonstone is under severe pressure and he can't spare anyone to guide them. Moreover, the gnomes dont allowstrangersto buy or borrow their maps. Both Dorbo and Senni become evasive and angry if the characters press the issue, at which point the characters must succeed on a group DC 15 charisrna check or have the attitude of the svirfneblin worsen. If the adventurers offer to help the beleaguered settlement, the svirfnehlin leaders mention things the characters can do to help take the pressure off the commun ity and free up its resources. Each task the characters successfully undertake shifts the attitude of the svirfneblin (see "Changing Svirfnehlin Attitudes"). “OPERATION: OOZE THERE?" The Diggermattocks relay rumors that some monster or magic in the northwestern pztrt of the settlement might be responsible for the growing number of oozes in Blingdenstone. If the characters return with information about the Pudding Court and the threat lurking therein, the Diggermattoclts pay them with an empty spell gem of the highest spell level a spellcaster in the party can cast. “OPERATION: ExT1=.RMiNA'l'E?" The wererats of the Croldwhisker clan are a point of contention among the Diggermattocks. Dorbo wants them out ofthe warrens to free up living space for hard-working svirfnelalin. He also wants to recover the House Center he believesis still in the wererats‘ grasp (see area 28). Senni argues that the wererats are descendants of Blingdenstone citizens and deserve to stay and rejoin their community. Since the wererats are as territorial and defensive as the svirtneblin, any attempt to parley has been met with violence.Senni asks the characters to venture into the warrens and talk with whomever is in charge. The characters‘ report will determine whether the svirfnehlin step up their effortsto eliminate the wererats or work toward an agreement. If Topsy or Turvy are with the party, they want to learn more about thc wcrcrat community.If their own nature as wererats is revealed to the Dtggermattocks or other deep gnomes, the twins are given the choice of going into the wererat-controlled part of Blingderlstone or being cast out ofthe settlement altogether, which might encourage the characters to meet and talk with the Goldwhisker clan. 15 SINGING STONES This elevated cavern near one of Blingdenstones main residential areas holds a variety of rocks and crystals in the middle of its bowlrshaped floor. Svirfncblirl minstrels skilled in the art of stone singing can alter the


pitch of the vibrations emitted by the individualstones. creating an erreet similar to an assemblage ofharp— playing bards. When the characters initially come here. a deep gnome named Garra Songstone is playingthe crystals for an appreciative audience of 3d4 deep gnome children (noncoinbataiits). 16. THE FOAMING MUG The Foaming Mug was built as an inn to house foreign guests visiting Blingdenstone. It was abandoned after the drow invasion but has recently reopened. While its supplyof surface foods and beverages is meager, the rooms are sized For Medium guests. with comfortable beds and two separate hot springs used for bathing and relaxation. There are no other guests currently. so party members who stay here have the inn to themselves. Many svirtneolin trequerit the inns taproom after Wnrk, keeping the place lively. The tavern serves Darklztke Stout, an ale that the svirfneblin purchase from duergar traders in Marltol—Derith (see chapter 9). Tappy Foamstrap. a bored deep gnome, runs the inn. The characters‘ arrival is the most exciting thing that has happened in months. so she peppers them with questions about their lives and adventures, pushing free drinks and food on them. RUMOR AND HEARSAY The svirineblin community is tight-knit.so rumors spread quickly. Characters who engage with the tavern's patrons while the gnomes‘ general attitude is indifferent or triendly learn the followinginformation. Blingdenstone's ghost problem is getting worse. and there are even spirits haunting the catacombs. There was a crazy svirfneblin back in the first (lays of reclamation who disappeared. Some of the scouts claim to have seen him. skulking around the unrecovr ered areas of the settlement. (The scouts don't know that this gnome is the Pudding King.) The Stoneheart Enclave is closing in on a solution to the threat of 0gre'moeh’sBane (untrue). The gnomes call a large unclaimed area in the northeast of the settlement “Rocltblight," as earth elementals go mad whenever they go near it. People are divided as to what to do about the wererats living in the southwest caverns. Some want them out. while others propose an alliance of mutual defense. A merchant from Gracklstugh says theres an influx of surfaccrworld coins there. but nobodyknows where they come from, (See chapter 4 for more information.) A svirfneblin caravan returning from Whiteshell Mines encountered a parade of dancing myconirls. Through their rapport spores. the myconidstold the gnomes about a "wedding celebration."which is strange considering that myconids don't celebrate or have weddings. (See chapter 5 for more intnrmation.) The characters can spend a few hours socializing in the taproom or the Foaming Mug. If they do. they gain advantage on their next group Charisma check made to improve the deep gnomes‘ attitude. 4 Rocitnlcrrr: GENERAL Fnrunss Unlike the reclaimed pans of Bllngderistone, Rockbllght ls barren, cold. and hostile Light. All parts ofRocl(blight are dark except tor whatever light sources the characters bring with them. Canms and Corridors. The caverns and connecting tunnels in this part oi Elingderistoneare ofthe same construction seen in inner alingdenstorie, but are empty and strewn with rubble. Humidity. A few shallow pools and streams run through the area, making the air ii.-imp and chill. Fools are diificultterrairi. ROCKBLIGHT When the drow attacked Blingdenstone, 0gre'inoch's Bane retreated to the far corners of the ruined city. waiting for the time to reemerge, and seek out earth elementals to corrupt. The malevolent entity didn't have to wait long. as the drow sent teams of scavengers to loot the treasuresthe deep gnomes left behind, bringing their own elemental creatures with them. Ogremoclrs Bane haunted the drow with the same relentless cruelty it did the svirlneblin, turning their elemental servants against them. Eventually. the drow armies departed the city. but when they did. it drow priestess of Lolth named Neheedra Duskryn stayed behind. Neheedra was obsessed with collecting spell gems for their power and beauty. intent on making herself the regal and powerful master of her own underground realm. She commanded a force of drow servants and soldiers with unabashed cruelty. relentlessly driving them to seek out spell gems and increase her own wealth and povier. Overcome by her own greed and vanity, Neheedra engaged in dark rituals designed to secure her hold on power. imagining that Blingdenstone would one day become a drow enclave with her as its immortal lcadcr. Unfortunately,the magical pacts she struck eventually transformed the vain priestess into a medusa. Enraged by her late, Neiieedra turned her servants to stone and descended into madness. Over decades, she petrified any creature she encountered. eventually


catching the attention of Ogrémochs Bane. Now. tlte medusa works in concert with the lell entity. creating stone servants animated by its power. Since the return of the svirineblin to Blingdcnstone, the deep gnomes have studiotisly avoided sections of the old city that Ogrémochs Bane and Neheedra inhabit, blocking it off from the rest ofthe settlement and giving it the name “Rockhlight." I] AlaANDoNEo REs1gENcl:s__ This large cavern mirrors the residential areas of Inner Elirlgdenstone. except there is no warmllt or joy here— only darkness and signs clfcarnage. Every step echoes against walls beyond your circle of light. The air is cold and damp, and you can hear a waterfallsomewhere in the blackness, along with faint echoes of battle. The echoes of battle are always in the darkness beyond the range or the characters‘ light and darkvision. As characters move toward the apparent source, the echoes become more distant. as though originating somewhere else. Unless the characters quicklyretreat whence they came, the ghost ola svirlneblin named Udhask appears. It uses I-Iorrifying Visage. then attacks with his Withering Touch. if it takes any damage, the ghost shouts “They are ecrningl Everyonemust hide!" it then flees. The characters can follow the fleeing ghost to an old burrow. where it disappears. VVithin the burrow. Udhask’sskeletal remains lie next to a stone bcd. There's no evidence that he died a violent death, In fact. when the draw attacked Blingdenstone, Udhask had at heart attack and died while reaching for his loot (see “Treasure"). Poor. AND WATERFALL Awaterfall fed by an underground frcsltwater stream pours into a 100—t’oot-diameter,10—foot-deep pool that dominates the east end of the cavern.Flanking the pool are two wide, rough-hewn staircasesthat climb 30 feet to an overlookingcave filled crystals and fungi (area 18). The stream runs through the higher cave before pouring into this one. TREASUno Udhask's skeleton appears to be reaching under the stone had. A character who searches under the bed and succeeds on ai DC 15 Wisdom (Perception) chock finds a hidden compartment in the floor, Within the compartment is a rotted pouch containing six 100 go gems and a potion oiinvisihility. DEVELOPMENT Collecting Ut;lhask's bones and taking them to Burrow Wardenjadgers ghost in area 8 completes one of ]adger’s tasks. CHAY'l”ER is l l|Ll!\'GDl;\lST\’).\l-. 1_8_.‘OVERLOOK A shallow, swiftly flowing stream bisects this (ave. Crystallineformations sprout from the floor on both sides ofthe stream, and rough-hewn staircases at the back ofthe cave climb 30 feet to a barren stone ledge with a pair otwinged statues perched atop it. The "wingetlstatues“ on the ledge are two gargoyles. if the characters attack the gal-goyles or move within 30 feet of them, the monsters swoop down and attack. In the second round of combat, an insane earth elemental rises from the stone floor andjoi s the fight. The stream that flowsthrough the cave originates from a naturally formed culvert in the northeast wall. beneath the ledge. The stream is only 3 feet deep. The crystal formations growing throughout the cave are large enough for characters to hide behind, but they are neither magical more valuable. TREASURE Among the remains ofthe earth eletncntal, the characters can find an earth elemental gem. Before they can use it. however. it ntust receive a remove curse spell from a priest of the Stoneht-art Enclave. Otherwise, the elemental summoned by the gem is always hostile toward its summoner. The characters can also harvest samples from the bodies of the corrupted elemental and the gargoylesfor Nomi Pathshutter (see “Stoneheart Quarry" in the "BlirtgdenstoneOutskirts" section). &9R;s_TAL GemN Light from biolumivlescerlt fungi retracts through large crystal formations erupting from the floor, creating a kaleidoscope oreolois on the surrounding walls. The crystals are semitransparent, slightly distorting images seen through them. A statue ofa gnome cowers rleal a crystal outgrowth, holding a broken crystal in its hands. Six nightlights (see "Fungi of the Underdark' ‘n chapter 2) illuminate this cave. Tunnelsin this area climb up to area 20 and down to area 21. and two sets of stairs carved from the walls lcad up to area 22. The statue is actually a deep gnome named Vort. who was turned to stone by Neheedra the medusa. He tried to use one of the crystals to block the medusa's gaze but failed. Anyone examining the statue notices that the gnome seems to be raising the crystal toward his face, as if to look through it. The crystals here can be used as countermeasures against Neheedras gaze. A creature with one hand free can hold a rrystal to its eyes, gaining advantage on the Constitution saving throw made against Neheetlra's gaze. However. the creature makes attack rolls with disadvantage.


hey Z0. NEH Neheedra Duskryn was part of the expedition sent to loot Blingdenstone of its spell gems. Her abode refiects the richness and elegance of the drow monarch she yearned to be. The adorrlrl-tents in this chamber would be more at home in a draw city. spiderthemed tapestries, fine zurkhwood furniture, and ranks orexpensivc clothing fill the area, all ofit old and rotted. At the center oithe chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as ifln medttatton or prayer. Then her white hair writhes, and you see it is conned orprle, hissing snakes. The medusa attacks intruders without hesitation. Neheedra’scurse has driven her mad, and reasoning with her isn't an option. TREASURE Five of the dresses in Neheedra’srack are made of spider silk shaped b) drow magic. They are worth 200 gp cach ifsold in the markets of the Underdark. The drow magic on a dressfades when the garment is exposed to sunlight. causing it to fall apart. DEVELOPMENT If the characters divulge the meduszfslocation to Sark Axebarrel in area 10, they receive the promised reward of 50 gp each. If they deliver Neheedra’s head to Sark, he also gives them the 1,000 gp diamond he promised them. XP AWARDS The characters gain 50 XP each if they successfully report back to Sarlt. whether they defeat the medusa or not. Upon earning this award. the characters can make a group Charisma (Persuasion) cheek to improve the gnomes’ attitude (see "Changing Svirinehlin Attitudes"). 21 DROW STATUES This ve is filled with thirty statues of drow warriors, all standing as ifon guard. ln her madness. Neheedra turned these warriors of her house to stone. Overlong years, Ogremoch's Bane has used its power to animate these statues, turning them into elemental creatures. When the characters step inside the chamber, six of the statues animate and attack. The statues have the statistics of animated armor, except that they are elcmentals instead of constructs. The statucs attack until destroyed but don't leave this area. If the characters spend l round or longer in the chamber after defeating the last statue. six more statues animate. This process repeats until either all oi’ the statues are destroyed or until the characters leave the cave. A statue also animates and attacks it touched or otherwise disturbed. Ocltémocl-t's BANE It‘ every statue in this cave is destroyed, Ogrémoch's Bane appears. As the last statue crumbles, a cloud ofriust erupts from its shattered remains and expands to till the cave. The cloud is 0gre'm0ch's Bane. Characters within the cloud can sense its malevolence. and a successful Dc 15 Intelligence (Arcana) check Confirmsthat the cloud is otcxtraplanarorigin. The cloud has a flying speed of 20 lcct and is impervious to all damage and spells except the following. A gust ofwirld spell or similar magic can ion-ilrly move the cloud. Casting a banishment spell on the cloud sends it back to the Elemental Plane ofAir ifit fails its Charisma saving throw (it has a +4 modifier to the roll). A dispel evil and good spell is equally effective and doesn't require a successful attack roll; however. the raster must be in contact with the cloud. Creatures native to the Elemental Plane of Earth (includingearth elementals. galeb duhr, gargoyles, and xorn) that come in contact with ogrcimocns Bane instantly fall under the clouds sway. The effect lasts as long as the enslaved elementals and Ogremochs Bane are on the same plane or existence. XP AWARDS If Ogremoch's Bane is lJEll"llSl|C(l back tn the Elemental Plane of Earth. award each character 150 XP. 22_.VSTEA_DFAST S"roNE_ Once a temple of CallarcluranSmootllhantls. the deep gnomes‘ god of stone and mining, this cavern was named after its leng—lost galeb duhr protectors—the dharum suhn (the "Hearts of Steadfast Stone"). The floor oithis cavern is worn smooth, but the walls are rough. A great menhir carved from a stalagmlte stands in the center ofthe chamber, pockmarked with dozens of empty sockets that might once have held gems. Characters with a passive Wisdom (Perception) score , of 14 or higher notice that the roughness ofthe walls ‘ outlines several large, vaguelyhumanoid shapes. CLEANSING "rm: TEMPLE tithe characters accepted Gurnik Tapiingcr's task (see area 13), they can place the ruby spell gem he gave them into one of the sockets in the menl1ir.Wl‘len they do so, the elementals in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part ofone wall shifts, detaches, and charges toward you. IH’tF'H-it 6 l BllNUl'll\<‘lt)'\‘L


An earth elementalmaterializes out of the Wall l and attacks. When the elemental is reduced to 0 hit l points it crumbles, and a galeb duhr emerges from the ground near the menhir in an unoccupied space. The galeb duhr faces outward in u guarding pose. but doesn't move or respond. Another earth elemental then emerges from the wall of the chamber and attacks. F when it is destroyed. a second stoic galeb duhr appears. l This summoning process repeats once more. until the third earth elemental appears and is destroyed. The ' elementals ignore the galeb duhr, which continue to stand motionless throughout the light. When the characters reduce three carth elementals to 0 hit points and summon three galeb duhr. a white light shines from the menhir. producing a hallow effect protecting the galeb duhr from the influence of 0gre'moch's Bane. The galeb duhr then animate and acknowledge the characters with {I grave nod, before settling down in their boulder guise around the menhir. Gurnik delivers his promised blessings when the I characters return to notify him of their success in the temple. He can sense whether or not the temple has been restored to its former glory. so if the characters fail to cleanse the temple but tell him they succeeded. he knows they‘re lying, and the deep gnomes‘ attitude toward the party worsens, It the characters accomplish Gurnik's task, they can make a DC 15 group Charisma check to improve the gnomes‘ attitude. with all characters making the check with advantage. D1-:vELol=ME NT A wide, descending staircase ends before a wall of collapsed stone that blocks access to the tunnels and caves that constitute the Pudding Court. The debris can be cleared with a few days of work. However, if the characters want to use this passage as an entry point to attack the Pudding King. they can use a volatile concoction brewed by KazookPickshine to quickly clear the debris (see "Battle for Blingdcnstone" later in this chapter). XP AWARDS Each character gains 200 XP for restoring the temple. COLDVIHISKEIWARRENS: GENERAL FEATURES One drthe fivst things lycarithropy cost the svirinelaliri was their fastidioustidiness. The wereratwarreris are messy, l with several areas smelling of mushrooms too ripe for any normal person to eat. Light. The wereratslight theirwarrens with nightlight iurigi and torchstalks (tee "Fungi ofthe Underdarlt" in chapter 5) mpr. The wererats have rigged traps throughout the , warrens. All wererats know where the traps are ‘ and how to avoid them. The traps are marked with russet squares on the map. The first time a party member enters one of these areas, he or she triggers a trap unless the trap has been detected and disarmed. Roll a d6 to determine the type oftrap: 1-2, spiked pit (in feet deep and lined with Iurkhwood spikes); 34, collapsing roof: or 54,, poison darts. See “Sample Traps" in chapter 5 ofthe Dungeon Master’; Guide for information on each trap. w— l —«—+ CHAPTER c l BLIKGTJENSTONE no GOLDWHISKER WARRENS The svirineblinwererats of the Goldwliiskerclan don't remember havinglived anywhere but in the ruins of Blingdensione.They descend from survivors of the drow — invasion who became infected with lycanthropyafter an unfortunate encounter with a pack of wererats. For decades, the Croldwhisker svirineblin have lived and thrived in these caverns. avoiding drow and crazed clementals. and securing their homes in cunning and vicious ways. They arcrrt willing to leave just because the onwards who fled Blingdenstone when it needed them most have now returned. 23. MAIN ENTRANCE The svirfneblin installed locked doors to close off this section of the warrens. West of the doors, the wererats have installed a trap (see the “Traps" section in the "GoldwhiskerWarrens: General Features" sidebar). Four svirineblin wererats (see "Random Encounters in Blingdenstone") attack when the characters trigger, disarm, or avoid the trap. The wererats avoid biting their enemies to minimize thc risk ofgiving them the “gift” of wererat lycanthropy.If the characters kill two of lhe wererats, the survivors retreat to area 25. DEVELOPMENT Sounds of battle here alert every other wererat in the warrens. Thereafter. the wererats can't be surprised. 24. REFUSE FILE The characters notice a foul stench as they approach this cave. This chamber used to be a small residential area, with homes dug into the walls at various heights, but no one dwells here now. The pile of refuse dominates the cave. It contains decomposing matter. including a pair of slimy. partially digested svirfneblin corpses. A successful DC 12 intelligence (Investigation) check reveals that the gnomes were victims of some kind otooze. 25. HALL or MINERS During Blingdenstones heyday. this cavern held the old city'ssmelters and marketplace for ore and uncut gems. It's now the main square of the wcrcrat warrens. A small crowd has gathered here. Most olthe assembled creatures are deep gnomes, but some have ratlike feati.ires—includiriga fat specimen standing in front ofthe others, smiling at you with jagged buckteeth. “Peace," the big wsreiat says. He takes a step forward, arms extended and hands open. “Chipgrin'sthe name. l'm chiefofthe Goldwhiskerclan. Shall we talk?" Forty svirinehlin wererats (see. "Encounters in Blingdenstone") are gathered here, making combat a dangerous proposition and likely inspiring the characters to accept Chipgrin‘spoacetul parley. The


Jld ns. wererat boss climbs a set of stairs to the top of a natural rise (area 26), bidding the characters to follow him. Chipgrin is a svirfneblinwereral with 45 hit points and AC 14 (studded leather). Z§.__gH11>G1z1N‘s RISE The leader of the Goldwhisker clan claims this plateau as his personal retreat and also entertains guests here. Stairs lead to the top ofthis rise, where the floor is covered with a soft and well-manicured carpet ofgreen moss. The wererat chiefsits on a stone chair flanked by two giant rats. Draped overthe chairs back is a cave badger pelt. “Let's get down to brass hobrtails, then. You were sent by the Diggermattocks ‘cause they want us out, right? Right?! Well, they might get their wish soon enough, but in a way they ain't likely to cheer about." The wererats face constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However. Chipgrin has learned otthe mysterious figure controlling the oozes, and he hopes to use that information to strike a bargain. If the characters are willing to hear what he has to say, Chipgrin goes on to describe the crcaturc he refers to as "the Pudding King." “I remember him flum when he worked in the tunnels, and my kin saw him when he returned. I know who he is, what he's doing, and—most olal|—where he can be found! Ifyou and the Diggerniattocks want, I can take you straight to hlm—|'lewhat calls himselftlrie Pudding King." The wereral leader remains civil. but he refuses to tell the characters anything more about the Pudding King until he has secured a meeting with the Diggermattocks. If there is any hint nf violence.he calls for help. lfihe characters decide to light, all forty svirfneblin wet-erats in the surrounding cavern (area 25) rush to attack, in addition to Chipgrin and his two giant rats. Chipgrin orders his fellow wererats to take down clerics first. then any other spellcasters, and to keep melee combatants locked down. He doesn't kill the characters. but makes sure they are infected with wererat lycanihropybefore dumping them in the maze in Outer Blingdenstune (area 3). During any negotiation, Chipgrin is affable but firm in his demands. He also asks the characters if they've noticed anything odd among the svirfnehlin. The wererats have noticed the greed and aggression growing among their cousins living outside Blingdenstone [see "Blingdenstone Outskirts"). However, they are unaffected by it themselves. given their bestial natures. Chipgrin doesn't know about demon lords. but he's sman and can help the characters connect the dots if they've heard ofjujblex and its unending hunger. If either Topsy or Turvy are with the characters, cliipgrin is pleased to welcome them to the Goldwhisker clan. The twins accept the offer unless their bond of friendship with the characters inspires them to remain with the party. DEVELOPMENT This encounter teststhe characters‘ skills as diplomats and peacemakcrs. Ifthey take Chipgrins message to the Digger-mattocks and arrange an audieiice, Chipgrin suggests that they stick around long enough to see what comes from "all this chirchat and howdy—dol" 27. SECRET TUNNEL The wcrerats use this secret tunnel to enter and leave their warrens. Oozes have also been using this route to enter Blingdenstone alidjoin the Pudding King's Court. The secret doors are well hidden and require a su ssiiil DC I8 Wisdom (Perception) check to spot. THE PUDDING COURT The Pudding King set up hi court in the northwest corner of Blingdenstone. slipping through the wererat warrens with his beloved "children."Princess Ehonmire and Prince Livid (see the "Royal Oozes" sitlebtir). Since his return. the Pudding King has been using the power granted him byjuiblex to summon and command every ooze in the region. 28 Housg CENTER This cavern was once the heart of Blingdcnstonds govcrnment—a large space with a rocky sphere in its center. The sphere is hollowed out and contains the royal chambers from which the old kings and queens rulcd. All of it has been transformed by the presence of the Pudding King. 4 ROYAL Oozzs Princess Ebonmlre is a black pudding wllh an lritelligenre ofé (—zi and the ability to hurl blobs one substance as a ranged weapon attack out to a range of 30 feet This attack has the same attack bonus, damage, and effect as the black puddings Pseudopod attack. Prince Livid is a gray ooze with 30 hit points [use the psychic gray ooze variant). y (H.i\l'lt;l( n i l\LlI~iGDl-.Ns'i0I~L iii


+—--— e The walls oftltis great cavern are covered in slime~ dripping, sickening green slirrie. Echoes ofdripping water also fill the cave, in the center ofwltich is a large spherical structure is held up oiTtl'le floor by stone pillars. Around these pillars crawl dozens orliying oozes, heaving forward Wl'\ll£ rezchlng out with grasping pseudopods. The sphere‘: surlace. like the cave walls, is covered with slinie. Black slime swirls with yellow and gray slime in a disgusting soup, the unearthly patterns in the movements oltlie slime straining your eyes and tugging at your mind. A disembodied voice fills the cave. “What's this, what's this? Visitors? Now? Not yet! We're not ready: Go away, pests! I will call upon thee and all oralingdenstone to announce our glad tidings ofthe Faceless Lord to come at the proper time! Eegone!" Hundreds of ooze creatures congregate here. drawn by the will otthe Pudding King. They include dozens of blackpuddings,gray oozes, and ochrejellies. as well as the occasional gelatinouscube. H the characters intend to rush this deadly tide. warn them that retreat is a better option, and that this is a fight they aren't likely to survive without strategy and aid. See the "Battle for Blingdenstone" section for the ways the characters can return here and have a chance to triumph. ll Glabbagoolis with the party. it attempts to communicate with the other ooze creatures. telling the characters that others of its kind are calling lor it to join them. The adventurers can convince the gelatinous cube not to go, but even if it does, Glabbagoolmight still serve as an ace in the hole during the battle for Blingdenstone. The cavern is damp and has a l80—t’oot—highceiling lined with dripping stalactitcs. The walls are covered with patches olgreen slirnc (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guido). Any creature that comes into contact with a wall takes darrlagt‘ as normal. ROYAL SPHERE The hollowcdeout stone sphere is 150 feet in diameter and elevated 10 feet offthc ground. such that the top of the sphere is 20 feet below the cave ceiling.Stone ramps without railings climb 30 fcct to four small. open doorways in the sides of the sphere. A patch of green slime (see "Dungeon l-lzlzarrls" in chapter 5 of the Dungeon Masters Guide) hangs ahoye carh door. The chambers the fill the spheresinterior have been scoured by the ooze creatures, leaving nothing but bare corridors and empty chamhers. Even the metalwnrk has been corroded and eaten away. There is nothing of interest or valuewithin. 29. RUINED STO_cl<§DE This cavern was once a shrine for Bacrvan wildwanderer, the gnnmish deity known as the Father orFish and Fungus. Now it Lielmlgsin thr Pudding King. CHAPTER ti E|l\l('rlIF!\_\Tr).‘\'E The sound ordripping water fills this dark cave, and various oozes slither across the walls and floor. Some sort ortungal wall or partition once divided the cave, but that barrier has been destroyed. Beyond it lies more wreckage and debris scoured clean by the oozes. This area once contained a stockade fztsltioned from zurkhwood and tritlimac tungl. Here, the deep gnomes kept their deep mthé (tlnderdarlt Cattle). The place was ransacked during the draw invasion, and the Pudding King's oozes have dissolved most of what the draw left behind, including the bones of the slaughtered rothé. Two freshwater pools form along the west wall. Dozens of ooze creatures—hlnck puddings, gray oozes. and ochrejellies—irlhahit this cavern. However, they don't attack intruders unless they are harmed or commanded to do so by the Pudding King. This cave is also home to a gibberingmoutherthat isn't under the sway ofjuiblex or the Pudding King. It crept into this cave and hides among the oozcs. occasionally feeding on them. It looks like a pool of recldlshbrown slime in thc middle ofthc cavc until one or more characters touch it. whcrcupon it opens its eyes and attacks. 3.0- THEONE R92M__. Phospllorescerlt lichen illuminatesthis cave. the floor of which is covered with pools orgreen slime. More green slime clingsto the ceiling and lorms hideous drapes alongthe walls. ln the middle olthe cave, lacing east, IS a sllmeecoveredthrone. The Pudding King (see appentlix C) holds court here. attended by his royal "children," F 'l1cess Eborlmirc and Prince Livid (see the "Royal Doze idchar). The PuddingsKing's throne is made of chiseled stone and sculpted with lidless eyes and gaping mouths. A patch cl green slime covers it (see "Dungeon Hazards" in chapter 5 of the Dungeon Masterh Guide). More patches of green slime hang from the ceiling and form pools on the floor. The pools are easily avoided, while the patches on the ceiling don‘t fall unless the Pudding King commands them [0. The Pudding King can use a bonus action to make a patch of green slime fall from the ceiling onto El croaturc below. ln front of the throne is a footstool made from a squat, petrified mushroom. The mushrooms cap can be removed. revealing a hollow compartment in the stern where the Pudding King hides his trcasiirc. TREASURE The hidden compartment in the Pudding King's tungal luotstuol contains 55 gp. 30 op. a potion ofpojson in a gourd, two spell scrolls written on sheets of dried trillimuc (conjureminor elcmsntals and speak with planls). and a varnished nothic eye that functions as a crystal ball orlroc seeing that can he used only once.


BATTLE FOR BLINGDENSTONE Once the characters see how overwhelming the opposition is inside the Pudding Court, they have little choice but to retreat and report their findings to the Diggermattccks. The deep gnome leaders grimly thank them for their efiorts. asking them to wait and attend a council meeting the following day. The council meeting takes place in Diggermattock Hall (area l4) and includes ChiefDorho and Quartermaster Senni, Nomi Fathshutter and Gurnik Tapfingerrepresenting the Stoneheart Enclave. Kaztmk Pickshine representing the Miners' Guild. and Burrow Warden_ladger‘s ghost or Trisk Adamantelpiece representing the Burrow Wardens. lithe characters talked with Chipgrin Goldwhisker and agreed to take his offer to the Diggermattocks. Dorbo and Senni invite him to attend as well. Senni asks the characters to inform everyone about what they saw. after which the council debates what to do. If nobody suggestsit first.]adger's ghostsays that Blingdenslonehas no hope to defeat thisthreat ii the settlementstands divided. That means countingthe Croldwhisker wercrats as allics and recognizingtheir right [0 rejoin the community. Give the characters a chance to ask questions of the svirfneblin regarding what each faction can bring to the tahlc (see “BlingdenstoncFactions"). l31.INGDENSTO_NE FAcT1oNs _ The following sections describe what each deep gnomc faction has to offer in the Battle of Elingdenstone. THE DIGGERMATTOCKS If the characters don't suggest it. the deep gnome leaders note that fighting all the oozes might not be necessary. If the advcnturers can get It: the Pudding King and destroy him. the oozes might be reduced to their typically tnlndless and disorganized state. A large force can serve as a distraction. while the characters sneak in from an alternate route. Dorbo Diggermattock wants the main force to attack from the temple of the Steadfast Stone. Before the battle can get underway. the temple must be cleansed (sec area 22). Meanwhile.Senni Diggermattock gives KazookFickshine the materials he needs to create an alchemical concoction that can Clear the debris blocking the way into the domains ofthePudding King. THE GOLDWHISKERCLAN chipgrin doesn't know about the Pudding King's deal withJuihlex, but he knows the Pudding King can command the oozes as ifthcy were intelligent. If the characters help convinceDorbo Diggcrmattock that the Goldwhlsker clan belongs in Blingdenstone. the svirfneblin wcrerats participate in the battle and prove sturdier than the average deep gnome. taking point on any attack. THE STONE!-IEART ENCLAVE Stone is a resilient deiensc against oozes. making earth elementals the perfect force to coinhat them. Nomi Pathshutter suggests that ii Ente’moch's Boon could be found and its summoning circle put to use. the likelihood of victory would increast: greatly. Gurnik Tapflnger says that with Ogremochs Bane still lurking. any elemental brought to the battle runs the risk oiheing driven insane. Nomi and Gurnik agree that ifthe Steadfast Stone is cleansed and Ogrémottlts Bane is banished. the Stonehcart Enclave can protect its elementals during the battle. Tm: M1NElzs' GUILD KazookPickshine can concoct an oil to protect weapons and armor from acid corrosion. but he needs a large quantity of ingredients imm Nevnrliglit Grove. lfthe characters have already been in NeverlightGrove and witnessed the horror or Zuggtmoy. they can discard this idea or brave a stealthy return to the corrupted myconid haven. Another option is to send a shipment of salt to Gracklstugh to trade for high-qualityweapons. The characters could escort the caravan if the) have already visited the City of Blades and have unfinished business. SVIRFNEBLJN SPIRITS If the characters have not already completed Burrow wardcn ]adger's tasks. doing so tzonvinces jadgers ghost to rally the other benevolent ghosts of Blingtlenstonc andjoin thc battle. TASK LIST The success of any plan to rid Blingdenstone of the Pudding King and his minions is more likely if the characters complete the following tasks: . convince Dorbo Diggermattock that the Goldwhisker clan tleserves to live in Blingdenstonc. lH\Pll w a lELl\tiYlE.\'STu\‘b


Find Entémocl-i’s Boon. Cleanse the Steadfast Stone (area 22). Travel to Neverlight Grove and harvest a wagon load of ingredients among its fungal pools and fields. Escort a salt shipment to Gracklstugh to trade for duergar-made weapons. Complete one or both tasks set forth by the ghost of Burrow Wardenjadger(see area 8). Let the players come up with other ideas that might help, such as asking for aid from the stone giants of Gracklstugh or stealing magic weapons from the drow. Some quests might take time to complete,since they require travel through the Underdark. See the “Benefitsfor Completing Tasks" sidebar for benefits that the characters gain during the Battle of Blingdenstone if they complete certain tasks. CRY HAVO When the characters feel that they have attained their goals and secured their resources, the battle for Blingdenstone can begin. Earth elementals under the control of the Stoneheart Enclave lead the charge, followed by the wererats of Clan Goldwhisker.Svirfneblln under ChiefDorbo Diggermattock form the rearguard and provide ranged support. lithe ghosts participate, they attack from above and below. The plan is to get the characters to the Pudding King while the other factions hold the oozes at bay. To reach the Pudding King, the characters must face ld4 + 2 encounters. minus one encounter per goal achieved in the "Task List" section. Roll a d6 and consult the Battle of Blingdenstone Encounters table to determine each encounter. ‘ BENEFITS FOR COMPLETING TASKS Completlngcertain tasks in Blingdenstone can provide the characters with benefits and allies in the final battle. - lftlie characters find Erltémo:ll's Boon and share its location with the svirfneblin, or lfthey cleanse the temple ofCallardi.lrran Smoothliands (area 22;, in earth elemental aids them. lfthe characters completed both tasks. the elemental has 15 additional hit points, ltthe charactersfetch the ingredientsfrom Nevelllght Grove, their metal equipment is immune to the corrosiveeffects of oozes. lithe characters procure weapons in Cracklstugh,they can call (or ranged artillery support during the Battle of Ellrigderistone. Each character deals 2 extra damage with each attack during the “Cry Havoc!" encounters, representing covering fire from svlrfneblln using duelgar-made clossbows. Nth: characetls complete the tasks set belore them by Burrow warden Jadgel, each character can reloll one attack roll or saving throw during the Battle of Blingdentorie as a ghost emerges trorn the ground to distract ioesl lithe characters befriended Glabbagool and brought it to Blirigderlstorle, the iritelligentgelatiriouscube lolns the battle as their ally. ltclstitiagool letttho party previously, it can reappear as a surprise ally during the battled w (‘.H/\l"llil< o i llL|NGDFl\'Sl(l[Vt. B/int: or BLINGDENSTONE ENCOUNTEIIS d6 Encounter l—Z ‘l tilsclr pudding and 2 gray oozes 3 1 gelatinous cube and i ochre jelly 4—S 3 guy notes and 1 ochre ielly s 2 black puddings During the battle, the voice ofthe Pudding King can be heard through the layers of oozing miasma. crying out “Fight for your king!" and “Glory to the Faceless Lord!" Oozmo ROYALTY When the characters defeat _ the last group of oozes, but before they reach area 30, the Pudding King appears. The insane, slime-covered deep gnome points st you and cackles. “Devourthem, my precious children! Make your father proud!" He then bolts as two oozes drop from the ceiling in tront oryou, their dark rorrns flowing in your direction with unsettling awareness and malevolence. The characters must contend with PrincessEbonmire and Prince Livid (see the “Royal Oozes" sidebar). These dimly intelligent oozes defend their master to the death. blocking the characters from reaching the Pudding King as he retreats to his throne room (area 30). Princess Ebonmire engages in melee, protecting Prince Livid as it uses its Psychic Crush attack. Prince Livid prefers to slink and hide while its Psychic Crush attack recharges. TREASUR E When Princess Ebonmire dies, the black pudding disgorges a pair ofspellbooks with covers made from troglodyte hide and pages made lrom trillimac fungus (see “Fungi of the Underdark" in chapter 2). The covers and pages are coated with a magical varnish that renders them immune to acid damage, protecting them from the puddings digestivejuices. The varnish also protects against water damage. A svirfncblin archmage named Lesla Carrowil authored both spellbooks, The wizard spells contained in each book are listed below: feel free to swap out any spell with another of the same level. The flrst spellbook, titled Underland Magick, contains the followingspells: ist level; dliirnr, calmspmy, comprehendIarlgungeS,firldfnmiIlar, grease, id:rI£lfy,jl4mp, Torrid’: hldzaus ldugnm, lmszzrl servant 2nd level: dlrorselj‘, hlur, crown ofmadrless, gust ofwind, invisibility, knack, mlzgli: weapon. pnanidsrnirlfom, spldzr rlirnh 3rd level. blink, dlxpzl nurgir, gdszouxform, major image, pramlionfrarri znzrgy, slaw, toriguzx, wlnzr breathing 4th level, liliglit.fdlrrlrore,firoshield, lidllurindrory terrain, /amt: mature, nndntosrndllrllzr. palyrvlnrph. srohzskirl The second spellbook, titled Magickfrom Beyond the Mirror, contains the following spells:


ut -se th. ing ins liar. ant mi: he Stir level: Elglzy's hand, cllzudklll, hold monster, legend lure, passwall, Rwy‘: telepathic lmrld, tzlzklnosrs, wall ofsttmz 6th level: chain llglltmng, disintegrate, Dmwml/'5 mnrrrt summons, eyebimflzsh to stone. Otto’: irrerisrlblr dam, cm: seeing 7th level:furcemge, mirage lzrclma, Mardevlklzlrlevfls magnificent mansion, prismatic spray, revzrse gravity, telzpart 8th level i1rltlmlzglcfielli,fE5lllemlrlli, incendiary tloud, maze, powerwora sttm, telepathy THE PUDDlNG_KINc. The mad svirlnehlin waits for the characters in his disgusting throne room, If the characters haven't seen the throne room before. read the boxed text description of the room (see area 30) and add the following: The Pudding King towers behind his slime~cov:red throne and (bottles in his joy. “Calloohl Callayl Now you can tom the party!" he cacklcs. “You can be one with the Faceless Lord. lust let yourselves be eaten and disgorged!" The Pudding King (see appendix C) prefers to cast spells while using the throne for cover. As a bonus action on his turn, he commands a patch of green slime to drop from the ceiling onto one randomly determined party member (see “Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide for the rules and effects of green slime). When one or more of the characters close |D within reach of the Pudding King, he laughs madly as he tcars away his humanoid guise and transforms into an ooze. When he reaches 0 hit points, he shrieks as he dissolves into a dense puddle of goo. Read the followingboxed text as he expires: “You haven’! wonl No! We Will rise from our children‘ We will be reborn from the Faceless Lord! luiblex will consume the banquet ofthe Queen of Fungi and we will all grow !" With the Pudding King gone. the oozes lose their organization. but they are still too many and the svirlneblin sound the call to retreat. Three galeb duhr led by the ghost of Burrow WardenJadgcr arrive to take the characters to safety. If the svirtnebiin oi Blingdenstone didn‘t already have a friendly attitude, they become friendly toward the characters after the battle. DEVELOPMENT Back in Diggcrmattock Hall. the gnome leaders make good on their promise. giving the characters a stone of controlling earth element.-ils along with the gratitude ol their people. XP AWARDS lfthe characters participated in the battle, they gain a special award of 200 XP cach. LEAVING BLINGDENSTONE The characters can leave lallngdenstone heroes oi the svirfneblin. lfthey express inn», ' other Underdark locations. the deep gnomes give them whatewr help they Can. including placing them in a caravan to Gracklstugh or NeverlightCtrovc. If the Characters ask for help teaching the surface world. the gnomes guiding ihein to a tunnel that leads there (eventually). They also provide enough food. vtater, and other basic supplies lot the party's journey. The characters achieve a great victory iithey defeat the Pudding King. but their victory is incomplete. The Pudding Kings dealh is a small setback torjuiblex. and the demon lord might send another mininn to command the remaining oozes in Blingdenstonc until they art» destroyed. The "banqtlt=t" the Pudding King referred to is the demonic rite of domination through which Zuggtmoy plans to transform thc Underdark into her new zthyssal domain. See Chapter 16. "The Fetld Vlletlding," for more information. Tu: Puoimtt. K016 ( ll \l‘Tl ll 4. ill lNlrDL.\.~lfJ\F


CHAPTER 7: ESCAPE FROM THE UNDERDARK This (Jlaptcr marks lllr‘ midpriiiit or Out oiilie Atlyss and se the eliaraeters finall) matte their way out tsttlie Undertlarlt. Before th final push to freedtllni however. the vengeful drau pm. im; the atlvt-nrurerscateh tip [0 them. intent on dragging tl1Cnl bath to their dttiviutn of perpetual tlarkarss. lf they survite this linnl rt>nft'ol1tzltit>ll. the Clltll’Ltt‘I(‘,l‘S reach the surfazir in a place ttfyotlr cltttristmz.After all tllcirarduous atlxcnturesi fl'I4',‘}. are Flllzlll} safe to return to their homes. and must say crootlliyc to litany of the Nl-‘Cs wlm'vt' been travelingwith them. Though the characters tlltn'r yet know in their €>t|7l(llKS in the Undertlzlrk will llrillg them to lllt‘, zlttemlnn mt" the dwarves of Gauntlgryrn.setting the stage for chapter Fl and a new call to atlv nture. By the time they reach this ptllnt. the cltararters should he at l(‘£lS[ 7tlt lf‘\'!‘l. having overcome countless challenges in their wild and dangertiiisiourney through tllt; localinnss tlcscrlbetl in chapters l through 6. They should also have reached H terrible ttonclttslun: multiple dtrnon lprtls tirthe Aby s arc at large in the Lliitlerrleirk and could soon threaten the surface world. THE WAY OUT since ihrir escape from velltynyelve in chapter l the cliararters have sought a way out at the Lnrlcrclark. Given the somewhat freC—f0rm nature of chapters 2 through 6. which the characters can untiertztke in am order. it'< up to you to tletrrmlne how and when: the adventurers finally lint] rhctr escape route. as best suits the story ()ftl1ElrjOurllr,y through the Undertlark. FINTJING THE WAY Escaping th( L‘nclerdal'k is no simple matter. Cltaractcrs who try tn find their own way out might wander for years without stumbling uptln the right series of passages to take them to the surface. As the DM. you determine whcre ant] when they find the way out. The characters can Visit the places described in chapters 3 through 5. using the lnterronnecting material in chapters 2 and 3. in iirtually any order. This makes it problematic to put the way to the surface world in a particular place,since the adventurers could just as easily bypass it as stumble upon it prelnattlrrly. instead, the characle,rs' escape is made possible by a set oft-onditions thatyou can implement when the time is right. BLINGDENSTONE The ttrep gnome settlement (see chapter 6) has the most dealings witll the surlace world of any community in this region of the Underdark, and the adventurers can hittl the resources there to guide them out. However. the deep gnpm . are dealing with a numhcr of looming threats to their settlement. and they can't afford to help the characters unless the characters help thtnrn hrst. Since Blingdenstone is the most obvious and reliable location from which to find a way out of the Lnderclarlt. you might want to steer the campaign to other locations first. This can be done by treating the other chapters as side adventures to the characters‘ mainjourney, with many olthose side adventures focused on the Characters helping their NFC companions return to their homes in the Utldertiark.


GRACKLSTUGH The duergar of Grarklstugh have fewer dealings with the surface world compared to other Underdark races. relying more on trade flowingthrough Mantol—Derith (see chapter 9). The paranoid ducrgar are reluctant to share known routes to the surface world, so the adventurers need to cultivate considerable influence with the gray rlwarvesto earn such a prize. THE WORMWRITHINGS The tlrow of Monzollerranzanknow of several tunnels in tltis region ofthe Underdark that lead to the surface world. Characters lucky enough to find one eventually emerge in the Lurltwood. a forest south of the spine of the World mountains. For more information on the Wormwrithiiigs,see chapter 13. FARTI-[ER Ammo Various other tunnels and passages wend their way to the surface in places around the Evermoors or even more remote locations. You can place these wherever you like. ifan opportune time for the characters to depart comes along before cxploring any ofthc previous nptioiis. PORTALS .-\ number of ancient portals can be found in the Underdark. A functional portal is a magical doorway leading to some other specific location in Facrun. If the characters‘ choices during the adventure leave them unable to secure escape with the help of the NFC: they meet, you could place a portal in or near one of the locations explored in chapters 2 through 6. If the portal is damaged. the characters might need to repair it. The characters also need to figure out how to activate the portal. or find the key or spell necessary to activate it. A portal can be one—way only and send the adventurers anywhere you want. GAININQ Access By the time they have visited the locations detailed in the previous chapters. the characters should have knowledgeofa route to the surface world and a map or guide to help them navigate it. These two goalsshould serve as tools to help motivate the players throughout the earlier chapters of the adventure. As a reward in one chapter, the characters might leam of the existence of a potentialroute out. leading them to another locationin the Underdark where it is supposed to he. Then they need to find a map or guide for the potential route. which could involve them in what is happening in the new location. To complicatethe search. they might then discoverthat a route or guide isn't all they had hoped for. but instead leads them to more promising options. As an example. the rharactcrsmight hear ofa potential route to the surface from Gracklstugh. They go to the duergar city and become embroiled in events unfoldingthere. only to be denied access by the gray rlwarvcs. However. meeting a group of wandering myconidsin the city reveals that the myconirls of Neverlight Grove know a great deal about the hidden ways of the Underdark. Clues and loads should become more plentiful and substantial as the characters approach 7th level, leading them toward their eventual escape rottte—and with many adventures and encounters happening along the way. ltyou hand out these hints and opportunities carefully. the characters’ path through the Underdark should feel like a smoothly escalating series of discoveries. no matter what order they chose to explore the locations and deal with the challenges ofthe previous chapters. BIDDING FAREWELL When the characters finally reach the surface. It's likely that some of their subterranean companions will choose to remain in the Undcrdnrk rather than fact‘ the perils of the surface world. UNDERDARK NATIVES Knowingthat many or their NFC companions have homes in the Untlerrlark can he an important part of the decision—m;tking process that guides the characters through the early chapters of this adventure. The Underdark is a dangerous place. and characters might be reluctant to let their newfound lrienrls fend for themselves. Helping sums of them return hnrne makes a good incentive to visit locations in the Undcrdark. Shunshar. Topsy. Turvy, Stool, Runtpadump. and Glabbagoolwould rather remain in the Untlertlarltthan suffersunlight. SURFn_t:E DWELLERS Companions such as Eldeth and Rent. u ho prefer to live on or near the surface. gladly follow the characters all the way out if they can. Eldcth wishes to return to Gauntlgrym. -and her prcscnce there can provide a conm~t:tion for the characters when they visit the dwarven settlement in chapter 8. If Eltleth didn't survive,she might have charged the characters with returning her body or effects to Gaurttlgrym.Rout might wish to rejoin his tribt or seek a new home (’l. where. based Un how the events in the earlier chapters of the adventure have influenced him. Depending on how he was treated. the orc most likely parts from the characters in peace out of respect for their battle prowess. if nothing else. WITH FRI]-ZND_S LIKE THESE Buppido. Prince ncrrnrlil. and saritli might he gone well before the adventurers are ready to return to the surface. having already revealed their dark secrets and treacherous naturr . If Buppido or Sarlth are still around. cithet NFC could go mad and attempt to kill the adventure s before they reach the surface world. Derendil might still hold to his delusion of heing an elfprince wanting to return to his forest kingdom. However. the quaggoth is poorly suited to travel on the surface. needing shelter t'i-om the light during the day. He becomes tiiereasingly irrtitioiial and erratic. seeing enemies and plots everywhere. until he eventually accuses the characters of eolltidingwith his enemies and attacks in El ITl2Itl fury. Ml \l'TtR7 [\i Llll llttw rltt lwltl lr'i.I\kk


CONFRONTING THE DROW The draw trorn velirynvelve have pursued their escaped prisoners throughout the first hall of the adventure, Along the way. they might have engaged the characters in combat or set up a number ofnear—m encounters. At times. the adventurers might have believed they had DROW CHASE COMPLICATIONS d20 Complication 1 Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet ofdifficult terrain. 2 A fissure, rocky outcropping, or debris threatens to trip you up. Make a DC 10 Dexterity (Acrobatics) check. on a tailure, you ran prone 3 You disturb a swarm efbats that makes one attack against you before quickly scattering. 4 A colony otpiercers hangs 2o teet overhead. As you pass, one ottham drops and makes an attack against you. 5 You have to dodge aruutid stalagrnites and columns. Make a DC 10 Dexterity (Acrobatics) check. on a tailure, you talre ld4 bludgeoning damage from running into an obstacle, 5 A mass otweplsing blocks your path. Avoidmg it requires a successful DC 12 Dexterity (Acrobatics) check. on a tailure, you are caught in the web and restrained. As an action, you can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked (AC i0, hp 5; vulnerabilityto are damage; immunityto poison and psychic damage). 7 A patch otgreen slime drops from the ceiling, requiringa successful DC 10 Dexterity saving throwto avoid. on a failure, you are struck and take 5 (ldlo) acid damage. Vou take 5 (idle) acid damage again at the start ofeach ofyourturns until the slime is scraped offer destroyed (see “Dungeon Hazards" in chapter 5 ofthe Dungmi Mann's cuidc). is The floor beneath you is smooth and slick with moisture, requiring a successful DC lo Dexterity saving throw to navigate on a tailed save, you tall pronc. 9 The floor beneath you is littered with sharp rocks and debris, and you must succeed on a DC 10 Dexterity saving throwto cross it. On a failure, you take ld4 ptercirig damage and the ground counts as 10 feet oidiificult terrain. 10 The chasc hicks up a cloud ordust, sand. or spores. vou must succeed on a DC 10 constitution saving throw to pass through the cloud. on a failure, you are blinded urltll theend ofyuurtum.While blinded in this way, your speed IS reduced by half. 11-20 No complication. tlitrrclz 7 Est. trr rrtmi rlii l‘\t)H(l’\Ai1l\' shaken off their pursuers for good. only to have the draw show up unexpectedly. The characters departure from tho Undcrdark offers the final opportunity for them to confront their pursuers and settle the score. The possibility that hcr prcy might escape drives llvara onward. ln turn, shc relentlessly pushes those under her command to redoublc their effortsto catch the characters. At this point, the pursuit lcvel tracking set out in chapter 2 is no longer relevant. llvara and her warriors catch up to the adventurersjustbefore they reach the uppermost level ofthe Underdark. The adventurers can choose to lead the draw on a risky chase, or stand and right. DROW C HASE If the advcnturcrs flee from the drow, use the chase rules in chapter 8 of the Dungeon Master's Guide to play out the pursuit, The drow arc on foot. If she gets close enough to do so. llvara tries to cut off the party's escape by casting web across the tunnel ahead. In addition to giving chase, the draw in the pursuit party pepper thc characters with poisoned crossbow bolts, hoping to render some oithem unconscious. CHASE COMPLICATIONS Each participant in the chase rolls a dZ0 at the end of its turn and consults the Drow Chase Complicationstable. The result (if any) affectsthe next chase participant in initiative order. It the characters escape from the draw, they can exit the Underdark unopposed.Ilvara returns in disgrace with nothing to show for her considerableefforts, although she and others from Velkynvelve might reappear when the adventurersreturn to the Underdark(see chapter 15, “The City of Spiders"). It you want to extend the chase, the draw could pursue the characters onto the surface, which places them at a disadvantage once the sun comes up (see “Evening the Odds"). if the draw catch up with the characters, the chase becomes a combat (see “Stand and Fight"). STAND ANDrFrI(7}7}}T If the characters stand and fight, or ifthe drow catch them, they're in for a tough battle, Ilvara alone is a challenge for a group of 8th-level characters, and she is accompanied by her most powerfulservants. The attacking drow force consists ofthe following: Ilvara, draw priestess ofLolth, armed with a tentacle rod in addition to the usual equipment Asha, junior dmw priestess (use the priest stat blockin the Monster Manual, but give Asha the FeyAncestry, Innate Spellcasting, and Sunlight Sensitivity features of a typical drow) Shoor andjorlan, dmw elitewarriors(Jorlan has disadvantage an attack rolls, Dexterity checks, and Dexterity saving throws) Four drawwarriors liany of the named drow were killed in chapter 1. they have been replaced by other draw with similar statistics.


irh he 'he rue On her first turn in combat, Ilvara casts conjure animals to summon two giantspidersto fight alongside the draw. while Asha casts spirit guardians on herself and concentrates to maintain it. The other drow cast darkness to hinder ranged attackers before closing to melee. Shoor protects llvara, while Jorlan makes he errnrt to protect his fellow drow. Ilvara prefers to strike [mm a distance with her tentacle rod. or cast spellssuch as poison spray and ray o/"sickness. If llvara loses more than halfher hit points, she attempts to summon n yochlol demon, EVENING ‘rm: Oops The characters might have a couple NFC companions around to help them defeat the draw (see "Bidding Farewell"),but ifthey need more assistance, consider the followingoptions: Having pushed themselves to catch up to their prey, the drow all have one level of exhaustion. llvara and Asha have already expended some of their spell slots. The characters make it to the surface before being intercepted by the drow. and the dark elves follow them into daylight. Under the light ofthe sun, the drow have disadvantage on their attack rolls and on Wisdom (Perception) checks relying on sight. The drow can pursue the characters for l hour before their armor and weapons are destroyed by the sunlight. Asha chooses the confusion of combat as the moment to betray Ilvara, attacking while the elder priestess's back is turned. llvara instantlyturns her attention to eliminating the traitor, distracting her and weakening the draw side ifshe succeeds. Wanting to deny llvara the triumph of recapturing the adventurers, jorlan turns against his tellowdrow. attacking them until he's slain. lf he survives. he turns against the characters in his self-destructive fury once all the draw are dead. One or more NPC companions whom the characters left behind in the Underdark show up to help, having spotted the pursuing drow and followed them, TREAS U R E The characters can claim any equipment and treasure carried by the draw, although drowcraft items don't survive exposure to sunlight (see the "Drowcraft Items" sidebar in appendix B). ln addition. if the characters fled Velltynvelvc without retrieving specific magic items or valuables. Ilvara can be carrying those items, allowing the adventurers to finally reclaim their property. XP AWARDS Each character earns 300 XP if the party makes it to the surface. FURTHER ADVENTURES The end of this chapter of Out of the Abyssforms a break between the first half of the adventure and the second half, which begins when the characters are summoned to an audience with King Bruenor Battlehammer of Gauntlgrym (see chapter 8). You can use the break between the two halves of the adventure to deal with any or all of the following. OVERLAND TRA}_/EL Once they reach the surface, the characters must still travel some distance to reach civilization.Most of the tunnels that connect to the Underdark in this region he in or near the Evcrmoors or the Lurkw0od—wild regions filled with ruins and monsters. You can choose to narrate as much of the party's overland travel as you wish. setting up encounters en route. If Elt .th is still with the characters. she wants to set off tnr Crauntlgryrn as soon ' s possible. If the characters accompany her, thisjourney can easily form part of the bridging material between this chapter and chapter 8. EQOVERY AN]; DowNnME, After their harrowing experiences in the Undcrdark. the characters might need time to recuperate, ridding themselves of madness and find the means to break curses and Cure diseases. Other downtime activities are also possible (as determined by you. the Dungeon Master). For more information on downtime activities, see the "DowntimeActivities" sections in chapter 8 oi the Player's Handbook and chapter o of the Dungeon Masters Guide. REsu1=l_=LY Characters can visit a surface community or trading post to acquire proper equipment and supplies in exchange for some of the trcasu res they bring out at the Underdark, By the beginning otrhapter 8. they should be properly and fully equipped for the first time nice the start of the adventure. WARNINGS The eventsthe characters have witnessed during their harrowing t-scape are likely to make them want to warn the world that demon lords have come to the Underdark. It's only a matter of titne before these fiends find their own way out of the depths. threatening the existence of the surface world. Characters belonging to factions might feel compelled to report to their superiors. Others can share what they've learned with well-connected NPCS who can get the word out. The attention gained by the characters as a result leads into the events of chapter 8. LEVEL ADVANCEMENT The characters should be 8th level by the start of the next chapter,It they‘re not there yet. plan additional encounters so that the characters can earn more experience points during their overlandjourney to Gauntlgrym. Ifyou'd rather skip the encounters anrljump ahead to chapter 8. assume that the characters survive a few harrowing encounters en route (which you can describe or not) and gain enough XP to advance to 8th level by the time they reach Gauntlgrym. t.H<\l’[kE< 7‘ »,~r..u>: FROM mt lwotl2nAl<l<


CHAPTER 8: AUDIENCE IN GAUNTLGRYM After their escape from the Untisrtl-ark tn t‘h£Ipt<‘r 7. thc whatever method best Suits the story‘ depending on adventurers have time to rest. teetipernte. Lmtl rrurwnt where they go and what the are doing followingtheir thcrnsclvcs back in the surface world fmtn whirls they rcmrn to the surface wurltl. II tzan be in the form of :1 werc taken. some three months after their returth tht-_t messenger carrying a handvt ritten letter bearing the rcccivc a Summonsto the dwarf kingdutn of G2>un|1gt'}rI1 kingsseal. or even an Zillilllal n ngttr or sending in the North. King BTIICHOI‘ Battlehammer desires til’! spelt {orttscd on one or more orthe advtenturt-‘,rs. audience with them regarding their rApet'trm‘es In the Regardless of how it gets to them. the m ,., gs ts. mple Ufldffdflfk.RCpl'KISCl1IEIllVCS of sev ‘at factttms with and clear: an intt~rt-st in what is happening In the Underdztrk will also be in attendance. Following the autltentr. Brueunr extentls an offer (0 (hi) CHEIFEICICFS. who are ta d Wllh returning H) the Undcrdark once more on a perilous tntssien Came at am: to catmztgtymjat an audience with King Bruznar Btzct/ehtzmmer, ta discus: matter: ofgrm/2 Importanceconcerning your zxpzrtzncex in the unrrutxm SUMMONEDBYBRUENOR Characters bclongintz to any of the {actions involved in King Brucnor has learned of the Cllaracltrs exntnits 3,, ,,,,.,,,.,.,g M Gm,mtg,y,,, (See --F0,g;,,g 3,, A11,a,,L.e--) from dwarf merchants and couriers rrvrmh rrturvtvrl might re (‘IVC n summons from their raetioti as well, and trot-n the ttnth-rtinrk (If Etnnth Fcldrun was |J‘r\I'l nt the mum n "mt Wm, [M rCprcSen‘a[ive of mar tmmn adventur-‘r » tr sful escape and returned safely to the ttwnrrhnlo ifcircumstances permit. otherwise. In Gaumlerymt word of the parr,v’s hcrmcs came to the ehotee to rnakt: the journey is up to the characters. Eruennr Ihmugh her- She “Guum1t:r.»m Connectiuns. '> although ignoring Brut:nor's request leads the dwarf King Bruennr's summons rt‘,&I(’h£'S thr rh.-tracters bv king to :e"d WC, mum ".55,-‘cm n1C5§ageS_ t'r(\l‘Hr— \ \ti\tt t~,t .tt 7‘Y\‘ r ..I-‘‘ utltlnnuntn 1 E C I 5 E C Iu d s - -— 1 H W ‘ C-— G — u u: 2 d 2 i I t li5lIIlllI‘l


QAUNrLGRyM CoN}_~IEcTtoNs Ii Eldeth Feldrun survived and escaped from the Underdark with the characters. she is eager to return home to Gauntlgrym, and does so at the first opportunity. In that case, King Bruenor‘ssummons might come in the form ofa personal message or a visit from her. and it's likely Bruenor has heard all about the Undordarlt exploits from Eldeth. lf Eldeth didn't survive. she might have charged the characters with returning either her remains or her warhammer and shield to her home. This errand can bring the characters to Gauntlgrym of their own volition even before Bruenor's summons. Either aiding Eldeth's return or honoring her memory enhances the party’s reputation with the dwarves of Ciauntlgrym. It also reinforces King Bruenor's opinion that these adventurers are the right people to do thejob of investigating the happenings in the Underdark. I:R.RWA.L_____ Once the characters arrive at the gates of Gauriilgryni, they are welcomed as the king's guests and estxirtetl into the underground city. through the Vault of Kings (see below), and shown to guest quarters. The tlwarves oi‘ Gauntlgrym take matters of hospitality seriously. ensuring that the adventurers are offered food. drink, and a chance to rest and refresh themselves before their audience with the king (see ‘Audience Wlllt Bruenor" under “Eventsin Gauntlgryrn ). The characters’ arrival is noteworthy. and the dwarvcs of Craiintlgrym treat them in a manner befitting great dignitaries. You can also have one or two of the faction representatives described under “Forging an Alliance" pass the characters in the corridors ofthe city, giving them curious looks —and perhaps even making a brief introduction—bcloremoving on. GAUNTLGRYM In ages past. the subterranean city of Gauntlgrym was the capital of the ancient dwarven Delzoun Empire. lts cavernous halls—some large enough to contain entire surface villages—werecarved with unerring precision. their ceilings soaring scores of feet overhead. Towering statues of dwarvcn gods and heroes stood Vigil over chambers and thoroughfares. the least of which w s wide enough to march fifty dwarves standing abreast. The mines of Gauntlgrym produced endless tides of iron. silver. gold, and mithral. and booming trade brought goods and wealth to the city from aero Faerun. But it was the Great Forge that was the burning heart and true treasure of the city. Deep beneath the settled levels of Gauntlgrym. dwarven crafting and elven magic bound the slumbering primordial Maegera. a being of fire and destruction, harnessing its incredible powers to heat the forge. On anvils of adamaiiiiiie blessed by priests of Muradin. great items of power were forged, their base material infused with a splinter of Maegeras essence. The unceasing wonders flowing from these forges helped make Ciauntlgrym into one of the most magnificent cities Faerun has ever known. Relations heiweeii the great empires ofthe elves. dwarves. and humans soured as the centuries passed. And so when numberless hordes of ores smashed into the north, each empire stood alone. The war was brutal and devastating. Gauntlgrym was swariiied by rampaging armies of ores, and the empire of Delzoun was overrun in the terrible fighting. Ultimately, the dwarves of Delzoun drove Liaclt the orcs. but at great cost. The once—mightydwarven empire was left crippled. never to recover, and the great city of Gautitlgrytn was left in the control tifzin orc horde. It was humans from nearby llltlsk who finally drove the orcs from Gauntlgrym. but their hold on the city provedjust as SlItil’l—li\’€d. as foul creatures from the Undcrdarlt swarmed from the depths to claim Gauntlgrym as their own. Ovcrthe next thotisand years, history turned to legend. and mighty Ciauntlgrym was all but forgotten on the surface world. lllithids. tluergar. drow. and aholeths vied for control of the fallen city. its treasures. and the prinlordial still bound within its core. The draw House Xorlarrin eventually took Ciauntlgrym. establishltlg a new city they called Q'Xorlarritt. producing Vteapons at the forge that they traded and used to pay tribute to Mr:nzi>berranzan. ln retzeut years. the dwarf hero Brticnor Bzittlehammerwas able to seize the lzililed city back from its drow masters. Bruenor. along with his <‘om}iani0ns Wtilfgzir. (:[|llti€'bTlB. Rt: and Drizzt Dti'Ur<len. gathered many allies from the surface world and nearby lJndt'rtlark conlmunities zintl retook the city. They prevented Maegera from being unleashed upon Faertin. and set about attempting to restore the city to its tornicr glory. l3rueiior now sits upon the Great Tlircne ct i\l0l‘€|(lll'l. working to rebuild the city and keep it safe—c\'t:n its a iiew threat looms in the depths of the Underdzlrk. The following areaswithin Gauiiilgrym might be or some imptjrlallce during this part of the adventure. although they don't represent the full measure ofthe city by any means. A detailed description of every level. Cl)an1lJP1',tIllt.l vault ofCiauntlgryin would take up an entire volume olits own, and the characters have limited [lIT|C to see the wonders of tlie tlivarven city. Ti-tl~: VAULTVOF KINGS Large enough to enclose a small town. this highceilinged ttliztmber ri iiliove a network of bridges.stone towers. and sturdy \V1lllS t‘ar\'ed from rtittk and sheathed in iron and I1'll\l'Il'iIl. Dozens ofsmaller cllambers load out from the \ aiilt pi Kings. includingsprawling residential areas not yet iillrtl liy (}auntlgrym'snew occupants. The vault is on ilie samc‘ level as the city's main gates and can he reached from there. though a stem of smaller gates and chcrkpoiiits has been set up to keep potential invaders from reaching as far as the throne room. That section of the taull. where the king spends .1 titinsiderablc amount ofhistime. i. a large hall lined with pillars and tieiiclies. intentietl as a meeting place as much as a stszit of rulership. The Great Throne of Moradin is prritnctt-ti by powerful nitigte, and forcefully ejects anyoric but the rightful king who attempts to sit upon it. While so seated. Brueiior has advantage on all l!1'«i"ll it x '\\‘Dl[\t‘l l\ t:tvi'\'-rtuiziixi


Intelligence, Wisdom, and Charisma cht:cks—a divine blessing granted to the king of Gauntlgrym by Moradin and the other dwarven gods. The majority ofthe city's current inhabitants live and work within the vault, happy to share tales of the city'sreclamation and praise Br\lenor's leadership at any opportunity. This is where the characters reside as Bruenor's guests, and where the representatives of the live factions are likely to be found. Here. residents and guests alike enjoy access to well—lit passages. comfortable quarters. and substantial amounts of food and drink. 4 GAUNTLGRVM: GENERAL FEATURES Caumlgrym is a city carved out ofthe living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds oflevels, twisting stairs, functioning elevators, and a system ofrnine carts crossing in and out ofthe central hub ofthe Iron Tabernacle. The players should feel their characters are in a place otgreat antiquity. poised on the edge of reclaiming its ancient glory. By no means is the city fully occupied. indeed, given the relatively small size of Bruertor's occupying force, keeping track ofanyone within Gauntlgrym is nearly impossible. Light. In the upper levels and around the iron Tabernacle and vault or Kings, Gauntlgryrn is brightly lit Dnftglobzs, phosphorescent tungi. and huge brazlers and troughs of burning coals fill most hallways and chambers. Lights in many parts ofthe city are dirnrrted somewhat during the nighttime hours, so that its residents can mark the passage oitirne on the surface world, In the lower reaches, around the Great Forge, light isn't as ubiquitous. Farther down, and in parts ofthe city yet to be reclaimed from the ruins otthe past. there is no light otherthan whatever visitors bring with them. Mine carts. Mining was one ofcauntlgryms primary sources ofwealth and materials. To facilitate the movement of are. as well as the great quantities of stone used to construct and expand the city, the dwarves lard rniles ottrarlrtraversed by mine rarts propelled by erlcharitments woven into their wheels. Even after thousands of years, the tracks remain largely intact and the magic ofthe carts has not faded. where the carts trundle steadily throughout the city, cauntlgrym's residents use them for travel, hopping on and off along the system's wide range ofroutes,While in Gauritlgryrri, the characters can also make use ofthis convenient transportation system. All tracks eventually lead to a switchingstation in the iron Tabernacle. There, posted operators rnanipulate levers and gearsto transfer carts from one track to another. Ghosts. The shades oflong-deceased inhabitants ofthe city, from the time ofthe Delzoun of old, haunt many of the tunnels and hallways of Cauritlgrym. These spectral remnants are seen passing through ruined sections ofthe city as ifthose sections were still intact, following habitual routes, engaging in silent conversation with one another, and generally keeping out ofthe way ofthe living. From time to time, the characters mtght run into a dwarven ghost who warns thern away from a place ofdanger, or confront a less beneficial creature such as a shadow or speoer. King Eruenor has decreed the restless dead be left alone for now unlessthey cause problems w i,tiAt-Tcla at »\Li'llll'Vt,ti (.r’\Ll’~iTL(.lZ\ W The Vault ofKings is heavily patrolled and guarded by shield dwarf veteranstraveling in squads of six. It is the safest part ofthe city, and the characters can probably depend upon its security enough to rest without interruption in one of the guest suites provided to them, barring any unusual occurrences (see "Events in Gauntlgrym"). THE IRON TABERNACLE The Iron Tabernacle is Gauntlgrym's spiritual and cultural heart as well as its physical center, More than a temple, the tabernacle . Zln entire section or the city larger than some surface towns, devoted to the faith of the former Delzoun Empire and of the dwarves who answered Bruenor's call to reclaim the city. Vast cathedrals of stone once echoed with the paeans of a thousand chanting voices. Great sculptures in honor of a multitude pl’ gods gazed across an array of shrines and altars. Priestsstood ready by night and day to tend to the spiritual needs of their people, and hundreds of stone tablets trumpeted the holy words ofMoradin. Like so much else of ancient Gauntlgrym. the Iron Tabernacle isn't what it once was. The intricate patterns and knotwork have faded from the walls, some of the statues have begun to crumble, and many passages are blocked with rubble. The devilish duergar, once in control of the mines below, took delight in defilingthe holy icons of the absent dwarves. They defaced statues, tore down altars, and carved obscenities into the sacred tablets, Anything ofvalue, such as silver or mlthral trim, gold icons, and hallowed weapons, has been completely scavenged. REEUILDING FAITH Shicld dwarf priests have begun the lung task of rebuilding, revitalizing, and restoring the Iron Tabernacle to its former glory. The area is vast, and its halls are numerous and multileveled.The dwarf priests have restored many shrines and altars, and have cleared paths through the cracked and broken hallways to the Vault ofKings so that Bruenor can make personal visits [D the main shrinesand offer thanks to the gods. This procession often includes Bruenor's visimrs or those ambassadors from the surface who come to Crauntlgrym to seek counsel with the king. Bruenor leads these processions not only to show oh’ the city and its sheer size. but also to take measure of his guests‘ endurance and patience in matters of spirit. ALL ROADS LEAD HERE As the heart otoauntlgryrn, the iron Tabernacle is the central hub of the city's passageways and railways. Broad corridors. winding stairs, iron rails, roadways carved into the earth—nearlyall the city‘s major byways pass through the tabernacle. Every part of Gauntlgrym can be reached from this area, albeit sometimes indirectly. Notably, the Vault of Kings is about a mile to the north of the Iron Tabernacle, and the Great Forge is several hundred feet below it and a half mile to the south,


ns SLUMBER or ANCIENTS The lowest level of the Iron Tabernacle is a seemingly endless collection of crypts. Laid out according to patterns or traditions now lost to time. the tombs contain thousands of G:luntlgrym's honored dead. Some crypts are simple bier thers are intricate sarenphagi. All include names. titles, and lincage carved into the stone. A number of scholars have been drawn to Gauntlgrym in response to Bruenor's call, hoping to record a complete lineage olthe great families of Gauntlgtym, including their possible connections to modern bloodlines, from an exhaustive study of the records carved in the cryptsstones. Unlike the rest of the lron Tabernacle. the tombs are unmarred. Spectral dwarves are common in this area, though their spirits remain quiet as long as visitors arc respectful of the dead. If any creatures attempt to deface or steal from the sarcophagi. a mob of dwarven ghosts quickly attacks. Start with a total number of ghosts equal to the number of intruders present. then add two new ghosts for each ghost dcstroyed. IRON TAEERNACLE RANDOM ENCOUNTERS The Iron Tabernacle is close enough to some of the lower reaches and fissures in the Underdark that monsters from below occasionally rind their way in and set up lairs in one shrine or another. The dwarves impress upon the characters to he on their guard. or to take guards with them. if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of the priests and a sure sign that something unwelcome has made its way into this most sacred of places. Check for a random encounter once every hour of travel in the lron Tabernacle by rolling a dZ0 and consulting the table below to determine what. if anything, the characters meet. IRON TABERNACLE ENCOUNTER: dzo Encounter 142 No encounter 13 l cloalter l4 ld2 drltlers l5 1 dwarfghost (friendly unless attacked) l6 Patrol consisting ofsix shield dwarfvzterans 17 ‘l shield dwarfpriest and id‘? +l shield dwarf acolytes 18 his +1 gargoyles 19 lgrick alpha and 1dA+ 1 gricks 20 M4 rust monsters THE GREAT Fons}: The Great Forge IS a cavernous chamber divtded into smaller sections housing furnaces and anvils. Some areas of the cavern are raised on daises ofstone. while others stand in shallow pits. Layers of stone catwalks crisscross the chamber, providing not only vantage points but also anchors for pulleystransporting buckets of ore and water throughout the forge. The Great Forge is about a half mile south of the Iron Tabernacle and several hundred feet below it. and can be reached by mine cart or on foot. It was said of old that the iron Tabernacle was Ciauntlgrym'sheart. the Vault at Kings its mind. and the Great Forge its mighty hands. Here. on udatnantine anvils blessed by Moradin's priests. wonders were hammered from iron. mithral. silver. and steel. When Gauntlgrym thrived. the forge echoed with the hammering and songs ofa hundred smiths working at once. In time. it might do so again. It was the furnaces of the Great Forge that made this place the apex of the dwarf smiths‘ art. lur those iurnaees are driven by the power of Maegera the Dawn Titan a primordial imprisonetl below them. Slumbering within the stone. Maegera exudes an unnatural heat that the dwarvrs tap into bywinding coils of copper and adamantine throughout the forge like webs and using them as conduits to transfer magical heat to their furnaces. Runes of power carved into the walls and etched into the coils allow them to withstand the intense energy. Metals melt almost instantly in the furnaces of the Great Forge. and tools cast from those metals are enchanted with motes of primordial essence. When Maegera awoke in the last century, the earth shook. and many of the furnaces‘ conduits were severed. Today, lengths of twine-thin metal hang limp and broken throughout the rubble of the Great Forge. which lies upon the bones of those unable to escape the Collapse of bridges and walls. other ooils remain in place, and the furnaces to which they are linked burn as hot today as they did in centuries gone by. THE FIERY P1-r Heat and ruddy light emanate from a pit in the depths of Gauntlgrym. Chambers and tunnels lead away from this chasm at different heights. Despite channels built into the walls to carry water to the magma below. the heat from the pit is ferocious, Gouts of steam billow up through cracks in the stone to fill the chambers above this area, and the earth rumbles in a pulse like labored breathing. The Fiery Pit is the prison otthe primordial known as Maegera.who slumbers fitfully in its depths. The only sign ofthe entity's presence is a whirlpool oiwhitehot magma that resembles a great eye. set in thr center of the lake of molten rork at the pits bottom. Maegera sleeps and dreams. hallconscious of its surroundings and half delirious with whatever dreams haunt a being of pure destruction. When the mages of the Arcane Brotherlioodfirst tapped into Maegeras power. they used water magic to bind elementals that cooledthe primordials rage and kept it asleep. This bond lasted for centuries until the channels of water were closed through trickery by agents of Thay. With the pits cooling mechanism shut down. Maegera stirred in its slumber, and its dream of ruination was enough to destroy Gauntlgrym. tn the years following. Maegera groggily awoke from time to time. causing earthquakes throughout the region. Eventually. the primordial was returned to its slumber through the efforts of Bruenor, Drizzt l.llA!"il'.|t sl \L'DlE.\'t‘l; IN lJr\|.'\l'lGRYM


Do'Urden,_larlaxle,and other heroes. Where Maegera sleeps now. the intense heat it generates once again fires the Great Forge of Gauntlgrym. BACK IN OPERATION UnderBruenor's watchful governance. the Great Forge has again begun to produce metalworks. If the Characters are in the market for any metal goods (including arms and armor). or have any such goods in need of repair or replacement. the dwarves of the Great Forge are happy to help. No magic weapons or armor are available for sale. although damaged magic items can be repaired. The king has left the day—to—day running of the Great Forge to a pair of experienced smiths: Helgrim Candlewick and Rollo Summergold (both shield dwarf veterans). GREAT FORGE RANDOM ENCOUNTERS The Great Forge is always occupied by either Helgrim or Rollo. their apprentices and assistants (2d4 shield dwarf commoners). and shield dwarf veterans working in squads of six to guard the active furnaces. The characters might also cncountcr other creaturesif they explore the unoccupied areas of the Great Forge. Check for such an encounter once per hour oftravel or rest outside the protected areas of the forge by rolling a d20 and consulting the Great Forge Encounters table to determine what, if anything. comes out of the darkness. if the heroes call for help, fourshield dwarf veterans arrive in M4 +1 rounds to aid them. GREAT FORGE ENCOUNTERS d8 Encounter '|—'l4 Na encounter 15 M4 + i doppelgangers disguised as shield dwarves 16 1:12 fire elementals and Ida magmins W l salamander and ld4 + l fire snakes is i spirit naga is we troglodytes 20 ‘l wraith leading ids +1 specter: EVENTS IN GAUNTLGRYM This chapter is dominated by negotiation. social activity. and diplotnacy—lirst directed at the characters, then directed hy them. The adventurers must first hear what King Bruenor has to say as he entreats them to head back into the Underdark to find ottt more about the rising threat of the demon lords. Then the characters must help convince the other factions summoned to Gauntlgrym to aid them on their in‘ 'on. This section of the adventure has some opportunity for action, but players who enjoy plotting. making plans, and pitting NPCs against one another can shine here. Takc note of your players‘ preferences. If they're not much for long periods of conversation with NPcs. you might want to move things along a little more quickly. On the other hand, you can really bring to life not just the faction representatives and the dwarf king in this chapter. but also highlight the personalities and goals of the characters and any NPCs who remain with them. (liAFl[R x l ,r\L‘DlFN(,F. l.\ ft’\l,'\'Tli‘rl(YM tiU})IENCE wrrn BRUENOR After the characters arrive and are shown to guest accommodations, they are allowed some time to refresh and prepare themselves. They are then called to an audience with Bruenor Battlehammer, the king of Crauntlgrym. Read or paraphrase the following: You are taken to a mighty hall tn which a red~haired dwarfoffierce and proud demeanor sits upon a massive stone throne. flanked by a number or guards and advisers. Although a long stone table has been set to one side. laid out with refreshments. there do not appear to be any other guests. "weIeorrte,'friends," says the king. “I've a mind to know about the rumblings and rumors about goings-on in the depths outside my city. If ye relate to me what ye know. we can talk about what ye might want to do next." King Bruenor listens carefully to what the adventurers have to say. Once the adventurers have told their talc. Bruenor might have a few questions. particularly concerning the threat of the demon lords. The dwarf king answers questions from the characters if they have any. However, if asked about his overall plans, he says simplythat he must consider all the information presented to him and consult with advisors. With the audience at an end. Bruenor tells the characters he will consider all they have told him, and that they will speak again at a welcoming feast later that night. 9 AT THE FEAST After the characters have had a chance to speak with Bruenor and lake care of any personal business. the Vault of Kings plays host to a memorable feast. In attendance are representatives of different factions from the surface world. who have come to Gauntlgrym following rumors ofbizarrc events in the Undcrdark. If any of the adventurers belong to a faction,representatives of that faction might even be followingup on information provided by the characters themselves. See “Forging an Alliance" for more information. The celebrationserves both to welcome the adventurers, who are seated at the high table with Bruenor, and to provide an opportunity for the representatives ofthe different factionsto gathersocially and be offieially introduced to the adventurers. In addition to the king and his allies, a number of dwarvesfrom Bruenor‘scourt and important citizens of Gauntlgrym are also present. The feast is also an opportunity for you to include NPCs of your choice who might either be from or visiting Gauntlgrym,or part of the entourage of one of the representatives. This is a free—form scene, which you can play out as best suits your group. It can range from a detailed rcleplaying session, with characters mixing and mingling with their potential allies and members of Gauntlgrym society. orjust a brief description of the A -.


~~Zn t ill eak tally iition event and the charactersinitial impressions of the faction representatives. before their later efforts to negotiate with those representatives for the factions‘ aid. If you want to add some intrigue or action, consider having one of the options from "Enemies Among Us" interrupt the least. gi rig the characters an opportunity to demonstrate their abilities in front of their potential patron and allies. Rogue fire elementals roaring out of the hearth or at disguised assassin poisoning one or more of the representatives can completelychange the scene. BltUENoR’s PLAN Once the feast winds down, Bruerior excuses himself as the guests depart. Shortly thvrcilfler. ‘cl sertant comes to collect the characters and takes them to a private chamber where the king orcanntlgryinawaits them. His previouslyirientilymanner has iurnetl grave. “We told the allies ye met tonight what ye told me," he says. “l invited them here to learn what is happening, to share what we know, and to get their backing for what it IS l propose, Ye have braved the Urtderdarlt and lived to tell the tale, Ya know, better than anyone, what it is we face, but we need to know more "The Zhentarlm have a stake in a secret Underdaik trading post called Marito|—Devlth.iiye (art get them on our side. they'll guide ya there, where ye can meet with one oftheir agents, chazrirri DuLoc. He can provide ye with a map to Gravenltollow. It's a legendary plate built by the stone giants long ago. said to coritairi all the knowledgeoftlie depths. lfthere's answers to be found for what has happened, ye might find them there, If ye are willing to go back, that is “I don't propose to send ye into the dark unprepared, and I hope ye make an impression on those gathered here so they’l| support our cause and your mission. From all We seen and heard, there's no one better to do what needs be done. “So. what say ye?" Paraphrast: Bruen0r's speech as needed to handle interjeetions by the characters. The king provides honest answers to any questions. He truly does believe the char ters represent the best option to lind out more about the demonic threat, unless they've given him any reason to think otherwise. Brtienor assures the adventurers they will have his gratitude and that of all Gtiuritlgrym—indeed. of all Faert]n—if they are successful. lithe Characters press for details or try to negotiate compensation for their service, the king points out that Crauntlgrym has considerable space. and he can offer them titles, property, and the products of the Great Forge as rewards, Such mercenary negotiation lowers Bruenors opinion orthe adventurers a bit. but he never loses his genial manner. 4 BRUENDR BATTLEHAMMER The legendary Bruenor Ealtleliarnrner is a good dwaviand king, and always has the best interests orhis people and home at heart. He lS drawn to help characters who follow a strong moral and ethical code, and otten seeks their help in return. Use his good humor arid folksy demeariorto help endear him to the players The more the players grow to like him, the easier it is for them to respect his advice and request—aridto gain more resources and assistance from him in turn r ll the t‘.lIal'aC[C‘l"S are ;lgreeii|)le. the king tells them the next step is to bring the various (actions on board. Out: of the reasons he is liioltiiig to the adventurers to lead El nevi mission into the Underclark. apart from their e:<perient~.i:, is that they can serve as brokers among all the various parties with an interest in rhi- rn’ sion. They need to mi with the different faction ~s-eiilatives. ClI1pl’l£lSl7|l'Ig|lIr‘llll}lOl'l3l\C€ of getting on Zhentarim to agree to grant access to Mam0|—|]r‘.rllh. Otherwise. aaurwoa BIVVLEM/iNlMER lli'il‘ll K a ‘J, llll si t :\ u§ll\"l$b)(\'hl


126 the journey to locate oravennollow is likely to be much longer and more difficult. ENEMIES AMONG Us Even Gauntlgrym isn't entirely safe. nor is it immune to the influence of the demon lords. During the characters‘ time in the city. you can implement one or more of the following threats to challenge tllem—ztnd to potentially disrupt their negotiations with the factions. - One of the characters‘ traveling companions is revealed as a traitor or succumbs to madness. This NPC secretly serves one of the demon lords and turns against the adventurers. . if any of the party’s drow pursuers survived from the previous chapter. they might slip into Gauntlgrym and look to slaytheir quarry. - A dwarrsssassin belonging to a l.lcmun—worshiping cult steals into Gauntlgrym to kill one or more of the faction representatives. Hoping to cast suspicion onto the adventurers. the assassin frames them as demonic agents. - A doppelgangerspy poses as one of the faction repre— sentatives and tries to arrange a private meeting with one or more of the characters. hoping to discover addi— tional Information regarding the looming threat. The doppelganger might serve a faction of the underd-ark or a surface world faction Brucnor didn‘t invite (such as the Arcane Brotherhood or the Red Wizards of Thay), or might simply be an opportunist looking to sell information to the highest bidder. Maegera roars within its prison. stirred by the mad ness and chaos growing within the depths nf the Underdark. As a natural r on to this new stress upon itself. the primordial spawns a trio offire etc. mental: that attack the Vault ofKings. setting fire to marketplaces and unleashing chaos upon the dwarven residents. If Cit‘. cd or somehow convinced to return to the Fiery Pit, the elementals dissipate peacefully and Maegern rails dormant once again for now. FORGING AN ALLIANCE King Bruenor has called representatives oithc iiarpers. the Order of the Gauntlet. the Emerald Enclave,the Lords‘ Alliance. and thc Zhcntarim to Gauntlgrym to hear about the state ofthingsin thc Underdark and to court their aid in finding out more about the situation. The representatives of each faction receive a briefing on what the characters told Bruenor. and all have an opportunity to converse with the adventurers before makingtheirdecisions as to whether they will support Brucnor's plans. To play otlt these rneetings, use the social interaction rules provitletl In chap: 8 "Running the Game." of the Dungeon Master Guid some representatives are fine with meeting the adventurers in the Vault of Kings, but you might have others request a private or even clandestine meeting—perhapsin the characters’ quarters, in an out-nf—the—Way alcove of the Iron Tabernacle, or in the Great Forge. KingBruenor is the original proponent ofthe adventurers returning to the Underdark to gather l.l<lAf‘TER s tigulntccr lix t..«tl~.ti_clty.\l additional information. but he knows that success requires the support of the other factions—partieularly the Zhentarim. He doesn't. however, have the power to command the factions to help—and in some cases, can't even openly negotiate with them. As King of Gauntlgrym. he Can't be seen to favor one faction over another. He is therefore relying on the characters to do the legwork of getting the differentfactions on board. If the characters are already involved with one or more factions, and especially if they have previously contacted the factions with news of developmentsin the Underdark, adjust the information presented below as needed. THE HARPERS Mcmbcrs of this clandestine network of spellcasters and spies pride themselves on being incorruptible defenders ofthe greater good and champions of the oppressed. Harper agents are trained to act alone and rely on their own resources. when they get into scrapes. they don't count on fellow I-larpersto rescue them. Sometimes Harper agents must ._ band together to face world— ;_ threatening foes, at which V "1 point the deep friendships ' between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Undcrdark passages leading to the surface world have recently brought back the terrifying news of the demon lords incursion into the Undertlark. Word has spread quicklythrough their network, and the flnest mages in their ranks are researching how to defeat the demon lords and their kind. For long years, the Harpers have sworn to put an end _ to unbridled evil in all its torins—espeeiallyevil that wields dark magic. They know the demon lords seek to prey on the weak and corrupt the innocent. The Harpers feel this is the moment they have trained for, and their conscience now calls them to act. LORD ZELRAUN ROARINGHORN Lawful neutral male human wizard Ideals: Freedom. opportunity. civilization . Personality:Proud. sclf—as5ured,tickle, spendthriit PotentialResources:Shield guardian Lord Roaringhnrn hails from a Watcrdhavian noble family. with all the selfassurance and pride that entails. He pursued his talent for the arcane arts. but never forgot his roots or lost his fondness for spending his family's considerable income on the finer things in life. He's a confident sort who likes to gamble. Winning over Roaringhorn requires a willingness to dine. drink. and potentially game with him. Lord Roaringhorn is accompanied by a shield guardian and holds its control amulet. The shield


)W guardian currently has a lightning bolt spell stored within it. A character can gain use of the shield guardian by winning a game of chess against the Harper wizard. Zelraun suggests a match after dinner. A chess match takes 1 hour, and the outcome is determined by a best-of-three Intelligence check Contest. Zelraun's experience gives him a *9 modifier to his Intelligence checks. Zelraun loans the shield guardian and its control amulet to the first character to beat him at the game. If Zelraun proves unbeatable. you can decide that Zelraun. ever the gracious winner, loans the shield guardian and amulet to the party on the provision that the characters vow to redeem themselves with a rematch upon their return from the Underdark. If a character obtains Zclraunis shield guardian and control amulet, photocopythe ShieldGuardian stat card at the end oithis chapter and give it to the player whose character has the amulet. If the amulet changes hands, so too does the shield guardian and its stat card. If the characters attack Zelraun, use the archmage statistics in the Monster Manual to represent him. THE 011131-1,1; or T_I_-IE GAUNTLE: The Order of the Gauntlet is a dedicated, tightly knit group of holy-mindedcrusaders driven by a finely honed sense of justice and honor.Friendship and camaraderie are important to members of the order. and they share a trust normally reserved for siblings. They seek to upholdjustice as best they can, and to continually test their mettle against the forces of evil. There are few. if any, lone operatives in this organization. working in pairs and small groups reinforces the bonds of friendship and helps keep members from straying off the path of righteousness. The Underdark has always been a proving ground for candidates of the nrder, as well as a frequent destination for veteran paladins, monks, and clerics looking to smite evil. It hasn't taken long for reports of new threats rising in the Underdark to reach the order, The demon lords embody the kind of evil the Order ofthe Gauntlet is sworn to destroy. All members of the order see the evolving situation as an opportunity to deal a mighty blow to the forces of the Abyss. They Want to send the demon lords howling back into the pit. proving the worth of the order as well as testing their own valor and bravery. SIR LANNIVER STRAYL Lawfulgood human fighter Ideals: Faith. devotion, justice, duty Personality:Patient, determined. witty PotentialResources: Order of the Gauntlet veterans A devout follower of Tyr and a member of the Order of the Gauntlet. Sir Lanniver is the most respected figure among the factions in Gauntlgrym. Little surprises him at this point in his life, and he accepts what comes with a wry wit and an nnshakable faith that things will always work out—prcvided those of good intent do what must be done. If most of the characters in the party are or good alignment. Sir Lannivcr is supportive of their mission and wants them to succeed. However. a party of mostly neutral or evil characters will need to wnrk to gain his support. lfhe's ofa mind to provide aid, sir Lannivcr pledges tive human veterans ofthe order to the party's mission. The veterans’ names are Thora Nabal, Sylrien Havennor.Olaf Renghyi, Elias Drako. and Tamryn Tharke. Sir Lanniver can also offer a member of the party a +1 warhammer, one ofa handful of treasures held in trust by the order. He prefers to bestow this weapon on a good or neutralaligned cleric or paladin. Feel free to swap this magic weapon with another magic item more useful to the adventurers, If the veterans accompany the party, make five photocopies of the Veteran ofthe Gauntletstat card at the end of this chapter. If you don't want to control the veterans yourself. you can distribute the stat cards among the players and let them run the NPCs. Should Sir Lanniver come under attack. use the knight statistics in the Monster Manual to represent him. In addition to the veterans mentioned above. Sir Lanniver travels with a young but able squire (female human guard) named Rhiele Vannis. TEE Members CLAV.E.. of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation. relying on their own abilities and instincts to survive. Livingdeep in the wilderness demands great fortitude and thc mastery of certain fighting and survival skills. Down in the Underdark. far from the wild lands, the Emerald Enclave must remain ever vigilant to avoid being blindsided by unnatural forces. Some members of the enclave engage with the people of the world as protectors. emerging from the wilderness to help others survive its perils. Some are charged with detending sacred glades and preserving the natural balance. At times, however. all members of the order are called together to combat foes great enough to disrupt or destroy the natural order, The demon lords are one such threat. Druids and scouts of the Emerald Enclave have recently witnessed the corruption spreading through ofthe flora and fauna of the Underdark. In particular, they have tracked this corruption back to Zuggtmoyand Juihlcx. with the demon lords both infecting different parts ofthe subterranean realm. The Emerald Enclavefightstirelcssly against the corruption of nature. Its members are well aware that t H\PT£R 7\ Al, mt Ni‘? l.\ CiAUNILt..R\ u


128 the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and threaten all Faert‘m—and by the time it does. it might be too late to stop it. M0lus'rA MALKIN Neutral good shield dwarf scout Ideals: Loyalty. nature, the dwarven people Personality:stern. stubborn, insightful PotentialResources: Emerald Enclave scouts and giant lizard mounts Morisla Malkin is the only faction representative who currently resides in Gaunllgrym. Originally from the Silver Marches, she heard Bruenor's call to reclaim the glory of the ancient line of Delzoun and followed him to Gauntlgrym. Here, she balances herwork with the Emerald Enclave and her loyalty to her people and their cause. Stern and stubborn, Morista sees it as her duty to protect the people of Gauntlgryrn from the often savage nature of the Underdark and to remind them ofits natural beauty.she serves King Bruenor as an advisor and both admires and respects him. Morista spends some of her time training elite scouts to reconnoiter the Underdark passages near the city. A few months ago, one of her scouls—awood elf named Sladis Vadir—l:lisappcared while on a mission in the Underdark. Hopefulthat lhe characters might stumble upon Sladls and see him safely back to Gauntlgrym, Morista pledges a team of three shield dwarf scouts to accompany them, along with a giant lizard mount for each enclave scout and each player character, The scouts are named Brim Coppervein, Thargus Forkbeard, and Griswalla Stonehammer. If the characters accept the Emerald Enclave's support. make three photocopies of the Emerald Enclave Scoutstat card at the end of this chapter as well as photocopies of the Giant Riding Lizard stat card (one for each enclave scout and player character). lf you don't want to control the scouts and giant lizards yourself,you can distribute their stztt cards among the players and let them run the NPCs. Should Morista come under attack, use the scout statistics in the Monster Manual to represent her. THE I_oRos‘_ALLlANgE‘ __ The Lords" Alliance is zl political and cconomir coalition of cities spread throughout the North and the Sword Coast. The alliance owes its success [0 effective cooperation and diplomacybetween its members, who work to align their separate settlements toward a mutual purpose. This cooperation is easier during times of crisis, making the Lords’Alliance a powerful force when threats require 2| united front. The agents cftlte ' Lords‘ Alliance work to maintain the delicate network rnwrrr x l AL‘l.)iL\Cl- [N 4-wvrltrttnl ofinformation and diplomacythat sustains their order. alert for anything that might threaten the alliance’s interests. Recent reports of unusual activity from the Underdark might mark one such threat. The alliance has noted how many Underdark sites near their settlements have gone quiet. Routine forays and raids onto the surface world have come to a halt, as has the flow of trade and information. Rumors have reached the Lords‘ Alliance of demonworshiping cults and chaos around places such as Elingdenstone and Menzoberranzan, though they have little confirmation. The possibility that the demon lords of the Abyss are active in the Underdark is a threat the Lords’ Alliance can't ignore. LORD ERAVIENHAUND Lawful neutral halfelfnoble Ideals: Order, society, peace, stability Personality: charming, sly, worldly PotentialResources: Lords‘ Alliance guards and spies The representative of the Lords’ Alliance is a noble of Tethyrian and moon elf heritage, his youthful looks belying his actual age and experience. Althoughhe hails from Waterdeep, Lord Eravien often travels to other alliance settlements. He's a charming and sly courtier, able to immediately size up any social situation, but his fondness for socializing often distracts him from what's important. As a result, Eravien has heard relativelylittle of the recent events in the Underdark. and he is initially unconvinced of the importance of the party's mission, If they can convince him otherwise, Lord Eravien arranges for some agents of the Lords‘ Alliance to join the expedition: Five dwarf guards from the alliance city of Mirabar. Their names are Nazrok Elucaxe. Kirsil Mantlehorn, Anzar the Brazen. Gatgathine Truesilver, and Splinter Darkmorn. Three human spies from the alliance city of Yartar. Their names are Farryl Kilmander, Zilna Oakshadow. and Hilvius Haever. If the party accepts these NPCS into its ranks, make five photocopies of the Lords’ Alliance Guard and three photocopies of the Lords‘ Alliance Spy stat cards at the end of this chapter. If you don't want to control theseNPCs yourself. you can distribute their stat cards among the players and let them run the NFCs. Eravien knows that the Lords‘ Alliance has a deepcover operative in the Underdark. Khelessa Drag:-1, a high elffrom Silverymoon, was sent to spy on the drow over a year ago. Eravien knows that Khelessa uses rrtagie to disguise herself as a dart elfand warns the characters not to attack any drow they encounter until they can confirm the target isn't Khelessa in disguise. The Lords’ Alliance lost contact with Khclessa months ago, so Eravien doesn't know where she is. Should Lord Eravien come under attack, use the noble statistics in the Monster Manual to represent him. He travels with three servants (strongheart hallling commoners)and three well—paid human guards.


irds rds in .e. ths him. THE ZHENTARIM Members of the shadowy Black Network consider themselves part otan extended tamily, and rely on the larger organization for resources and security. The zheritarim recognizes and rewards ambition. granting its members autonomy to pursue their own interests and gain some measure (it personal power or influence. in this . way, the organization is a rneritocracy.The Zhcntarim welcorncs dangerous times as opportunities. When a merchant caravan needs an escort, a noble needs bodyguards, or a city needs trained soldiers, the Zhentarim providesthe hest—trainetlfighting forces money can buy. Zhentarim agents traveling to and from Mantol— Derith have recently passed on information and rumors concerning demonic activity in the Llnclerdark. The organization's members have yet to realize the full extent ofthc threat, as corruption and madness have already infiltrated their secret outpost since those initial reports (see chapter 9). However, evcn the most cautious member ofthc Zhentarirn knows that demons at large in the world are bad for business, The organization thus views the possible presence of the demon lords in the Undcrdark with the same concern as any other cxternal threat to their way of life. Zhentarim bonds of oath and honor hold the network together and galvanize its members in united purpose. More importantly, thosc bonds reflect the pattern of tight control that the lcztders of tht: Zhentarim hope to one day see imposed across the North and beyond. The organization is thus willing to commit to stop the demon lordstrom breaching the surfac<'——knowing that such a fate would destroy the Zhentarimsplans for control of Faerfln, DAVRAJASSUR Lawful evil human assassin Ideals: order. discipline, ambition Personality:Driven, focused, ruthless PotentialResources: zhentarirri thugs Graceful and elegant as a blade, D:tVraJas:~'.ur ostensibly recruits promising new talent for the Zhcntariin. But she also deals with internal prtihlenls. ensuring those problems are nipped in the bud before they can reveal any weakness within the organization. The pragmatic Davra values order and discipline as wall as drive and ambition. and shc einhodics all those traits. Thc Zhentt-trim" intelligeiicegatherirtg resources and access to an established Undertlark outpost give the organization the strongcst hand at any of the to -tions, and Davra knows it. Access to Mantul-Derithis key to the plan. and though she ultiinatclywontwltliliold that access from the adventurers. she intends to make sure it's not given away for free. Dat ra deals with the adventurers dircetly—andprivately. it possil:ile—asking for a full share of any treasure the characters claim during their nttxl incursion into the Underdark, and a full reporting to her of all information given to Bruenor or the other ft tioti leaders. ltone orthe, characters is a El mmther of the Zllentarirn, Davra tries to make the deal l . for information with that character alone. In addition to access to the hidden trading post of ll/lalll0l—DCl'ltll,D‘r1Vl”€lJa sur can provide Zhcntarim mercenaries to till out the expedition. These eight human thugs proudlywear the crust of the Black Network on their armor. It these. NPCsjoin the party, make eight photocopies of the Zhcntarin-i Thug stat card at the end ofthis (‘l"lap[e1".lf_‘/OLI don't want to control these NPCs yourself. you can distribute their stat cards among the players and let them run the l NPCS. The thugs’ names are Nero Kelvane,Lenora Haskur, Aligor Moorivvhisper. Gorath Torn. Saliyra l DZllfl(lf, Prinlwln Halk. landro Alathar. and Lhytris Ilgarn. All of them know the route to Mantol—Dcrith. Davra is an assassin. Jn addition to her weapons, ; she carries dust ofdisappcarance and wears goggles or night while roaming the dark halls of Gauntlgrym. THE WAY AHEAD Depending on how negotiations go, the characters are either an advance force to scout and soften up opposition in the Underdark while looking for valuable , strategic intorrnation, or a diver ionary expedition meant to buy time for the surface world to organize a stronger response. Faction representatives not impressed by the adventurers‘ cause might return to their factions convinced that the characters have little chance otsuet-ee,<ling—or surviving.The others are confident that the characters can live up to the promise ~ they demonstrated in escaping from the drow and the Unclerdark. King Brncnnr convenes a final gathering ofhls inner circle of advisors and the adventurers. giving the characters his thanks for their commitment to the light against the demon lords. "Ye all know the dangers and threats ofthe world below, and have bought that knowledge with bravery and guile. Even more, in diplomacy have ye forged the first otthe connections that will see the North prepared for what might come. (we survive the coming onslaught. we'll have ye to thank. and no dwarf ofcauntlgrym will soon forget it, we all have the courage and convictionof heroes. Aye, I'll even say ye remind me ofother heroes I've known. From a previous life. The haracters have at least a few days before they must i ture into the Ullrlerdnrlt again—titnethey can spend to shape their plans. gather resourt: -. and prepare for l the threats that stand ahead of thcm. When they are ready to brave ll‘lE Undcrdark once again, they can start the long and dangerous journey to Mantol—Derith(see l chapter 9). I til wit it‘ » ’\l liiliw-l |\ lr.-U, ~:1Lc.l<vlvt


SHIELD GUARDIAN Large mnstrurl, unaligned Aiirnorclass 17 (natural armor) Hit Points 142 (1sd1o + 50) speed so ft. STR DEX com um wrs CHA 13 (+4) 3 (-1) 12 (+4) 7 (+2) 10 (+0) 3 (+4) _ senses|s|lr1dsight10ft., darkvrsion an ft , passive Perception 10 Darnagelniiniin ies poison condition Immu es charmed, exhaustion, frightened, paralyzed, poisoned Languages understands commands given in any language but can’! speak challenge 7 (2,900 xv) sound. The shield guardian is magieailv bound to an amulet. As long as the guardian and its amulet are on the same plane afexistence, the amuiers wearer can telepathioallvtall the guardian to travel to it, and the guardian knows the distance and direction to the amulet. Ifthe guardian is within 60 feet onhe arrtu|et‘s wearer, halfofariy damage the wearer takes (rounded up) is transferred to the guardian Regeneration.The shield guardian regains 10 hit points at the start ofits turii ifit has at least 1 hit paint. Spell Scaring. A spellcasrer who wears the shield guardlar1's amulet can cause the guardian to store one spell of4th level or lower. To do so, the wearer must east the spell on the guardian. The spell has no efiiect but is stored within the guardian when commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the spell stored with any parameters set by the original caster, requiring no components. when the spell is caslora new spell is stored,i'alr1y previously stored spell is lost, ACTIONS Multinltuzk. The guardian makestwo Fist attacks. Fist. Melee Weapon Arrark +7 to hit. reach 5 Ft., one target Hit: 11 (ms + 4) bludgeorllngdamage REACTIONS Shield. when a creature makes an attack against the wearer of the gLlaldliIl'l'5 amulet, the guardian grants a +2 bonus to the wearer's Ac ifthe guardian is within 5 feet olthe wearer, ctiwllie 25 l A'.‘lllF\( 5 I‘\‘ l:«L\HliR\\l VETERAN OF THE GAUNTLET Meaiiirn humanoid (human), lawful good Armor class 17 (splint) Hit Points 53 (9d8 +121) speed 30 it. STR oex CON INT wls (HA 15 (+2) 13 (+1) 14 (e2) 10 (+0) 11 (+0) 10 (+0) ,_. Skills Athletics +5, Perception +2 Senses passive Perception 12 Languagescommon, Dwarvlsh challenge 3 (700 xe) ea ACTIONS Multiunaclr. The veteran makes two longsword attacks lrit has a shortsword drawn, it can also make a shortsword attack Lizrrgsword. Melee Weapon Attack: +5 to hit. reach 5 ft , one target Hir;7(1d3 + 3) slashing damage, or 8 (ldio + 3) slashing damage it used with two hands Shansword. Melee Weapon Atrark +5 to hit, reach 5 ft , one target. Hit. 5 (M16 + 3) piereing damage Heavy Crossbow. Ranged Weapon Af1nck'+3 to hit. range 100/400 rt , onetarget. Hit. 5 (1d1o) piercing damage. NAM EMERALD ENCLAVE Scour Medium humanoid (dwarf), lawful neutral Arrnoirclass ‘I6 (lareastplate) Hit Points 19 (M8 + 5) speed 25 ft. 5112 DEX con INT wls (HA 11 (+0) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0) . Skills Nature +4, Perception +5. Stealth +6, survival +5 Damage Resistances poison senses daikvision so rt, passive Peiteptlorl 15 Languages common, Dwarvish challenge 1/2 (l0O xv) Dwurven Resilience. The Seoul has advantage on saving throws against poison Keen Hearing and Sight. The seout has advantage on wisdom (Perception) checks that rely on heanng or sight AcTioNs Multinltrzck. The Scout makes (W0 melee attacks. war pielr. M2122 weapon Attack: +4 to hit, reach 5 fl., one target Hit:7(1d8+ 3) piercing damage. Heavy Crasshaw. Ranged Werzyan Amiek +3 to hit, range 100/400 lt one target Hi’: s(1d1o) piercing damage I! IJ :— Z ELI LI Jill! Mllflilall a...;M..ll.l II‘:


NAME Heavy Crossbow. Ranged Weapon Attack: t2 to hit, range 100/400 Ft , one target, Hl'z: 5 (Tdlo) plevclng damage NAM . I I I I I . . . . . . : Lolzns’ ALLIANCE GUARD : : ZHENTARIM THUG : Mzdlum numanara (dwarf), cnaanegeea : I Memum humarlotd (numen) neumzl . . . . . - . . . : Armor class 16 (chain shlrt, sluela) I I Armor class 11 (leatheravmar) I A 5 Hit Paints ll (2d8+ z) I I Hit Points 32 (sox +10) I I : speed 30 ft. . : speed 30 ft. 1 — . — . . . IA I STR DEX coN INT wls CHA I I STR DEX coN INT wls CHA I +0) 14 (+2) T2 (+T) T2 (+1) 10 (+0) T1 (+0) 10 (+0) : : Is (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) ll (+0) . .— . . I 3 Skills Perception +2 I Skills Irltlmidaticrl +2 I ; namaga aesistanees polsorl : : senses passlve Perceptton To : ; senses aamtston so tt., passwe Perception 12 : : LanguagesCommon : ; LanguagesCommon, Dwarvish ; : Challenge l/2 (Too xv) : _ ; Challenge1/4 (50 xv) : : . : ; — ; ; Pack Tartizx. The mug nas advantage on an attack raI| agalnsl ; v_ ; Dwnll/en Resilience. The guard has advantage on savlng throws ; : a creature rtat least one ofthe t|'lug's aI|’les ts within 5 feet of : I“ k ; against polson : : the creature and the ally lsn't lncapacltated. : ac . . . . ‘E E ACTIONS E E AcTloNs E I i-lallmd. Melee Wzaparl Attack‘ +4 to hit. reaan 10 rt. one Multiulmzk. Tne tnug makes two melee attacks I I “'3” H” 7 ‘mo ' 2’ 5I“h'"g damage I Mace. Melee W2a;7orlAm1:1<: .4to l'llt,1ezcIl s(t., orletavget, 3 we : Hit: 5 (Td5+ 2) btudgeoning damage. : I I I I . . . . ._ . LORDSI ALLIANCE SPY Medlum namanoia (numan), rlel.4m1I GIANT RIDING LIZARD Lmgz aeass. unalignea Armor Class 13 (Ieather arrnov) Hit Points 27 (ads) speed 30 ft. Armor class 12 (natural an-nor) Hit Points T9 (me + 3) speed so rt sm , (Ilmb 30 ft. nex CON INT wls CHA 10 (+0) 15 (+2) 10 (+0) )2 (+T) 14 (+2) Ts (+2) j Skills Deception +5, lnslght +4, Irwesllgatlorl +5, Perception +6, Persuasion +5, slelgnr omand +4, stealtn +4 senses passive Perceptlon Ts STR DEX CON INT wls cm ls(+2) l2(+T) l3(+T) 2(—4) l0(+0) s(—3) “‘ Languagesgamma" DWa,,,,5,, senses davkvlston 30 FL, passlve Perception To "OI cnallenge T (200 xv) L="E"'E°5 T I _ ChallengeV4 (50 XP) Cunning Aztilm. on each antsturns, tne spy can use a bonus I _ _ mm ,0 lake the Dash’ Dgengagev 0, Hide mm spraer Cllmb. Tne Ilzaid can chmb dtmeult surtaees, lrldudlng upside down on celhrlgs, wnnout needing to make an l Srlzak Attack (1/Tum). Tne spy deals an extra 7 (zas) damage ability check. I when it hits a target wrtn a weapon attack and has advantage ( ’ onthe attack roI|, or when the target lswlthirl 5 feet oian ally AcTloNs , "W5 aftne spy that l'sn’t lrlcapacltztad and the Spy doesn't have Bite. Melee weapon Attack’ +4 to nit, reach 5 it, one target disadvantage on the attack ro|I. H,-,, 5 mg + 2) pmmg dmagg jam ACTIONS Multinmzck.The spy makes two melee attacks, Shartswurd. Melee weapon Attack" +4 to nit, reach 5 ft., one Iargel. Hit: 5 (Ida + z) plerclng damage. Hand Crassbaw. Rlzrlgzd Weapon Attack: +4 to nu, range 30/120 ft one target Hm 5 (Taa+ 2) pleretng damage. (HAPTER stl r\L'DI[t\'LkH<1,/\\,'\1Il(JR\.’M I:


CHAPTER 9: MANTOL-DERITH Manml-DPrith has rndurrd vr enturi 2: neutral 0\1Ipn>t\vl|r:re (Ix w. due _ Ar.=\irIneb1in,:1nd<ur|a Il\.\ fillers can n1re—v:mdlradewilhotli fearing fur thrsir mes. Despin, m ..»-(—c'un.».:and me safr-Ky .1 H1110) . I\/lamu —[Jrrirh ha. n,\'e becomv ;. pr: 4;»: mwn. rho who m:1in\:n' it 4: -.. l hub haw resisled .u1yL|rgu‘fur e pan um, apart from msmlling Ir v :nfn«:u'u4:turc (4: assist with «*nn'unErcial .'«u,m'irirs. The Zhrmarim took :::\ Cr (hr: hnlxling whs ,L|rt':1:'<- Cl\w:1Irr,~ rmuducled bu ru‘~\ And uui<l.\l\' Jrn Cd the marker r. -r sum —, _v ' the ani7..m.,»n 4; fumhulrl 111 me I nd«:rdurk. Thix p\r:'ence ;1n‘\\' mm £| pu\\rrlm,~e[l1ats:: (hr Bluvk New. ,rk well. and which i> n:3\v b ng mmlr ;s\ ilahle v [[1 Cl‘HlrEl4‘\r‘r>. Upun zxrnval, mm \r . the am er :1 vuu-‘r thrre l: no safe haven an) when: in mg Undrrrlark with the dnjmun 1m.1.~ running rampant. The .;.{m of In, —D<'rIrh hm been shalt by (hr drmfm 101‘ Fr z— Hun, “huh [urncd (hi! rrzsdmguulp s['s \' nous filrjtln-ns 4 inst one .<1n:,»rhr‘r Tm: ‘hm .J(*trr.~ must n3\'iga(r- and own: me (hr madnx; '(|mnin3ung l\l:Lnn, 1:-rilh In urd»: to F: then‘ Zhrnlarim (an, Ghnzrnn Du]. , HP has [HA3 l'I'|K‘:iI\‘i for them mr<:ur:1| llue .sll)l]E g;i:An(Hhr.1r_» of <:‘.ram.Im11ow (Sex, chrkrner 117. “huge vast 1:,.r.,— might pmvule ~;uxne= clue as tr: \\‘hal 11 5 brDu,fZh[[h('A‘1r‘fI'1UH lords lo the L‘nClerd.1rk. FRAz~URB’LUU‘s GEM Hm ma prr'\'mu~'|_\‘ wen impr mm I1:rnzanymurml ur imr unthr '\.la1c~nall’l-ant: Fn.z.1 rh'luu had -n n'psl<-hiI\dhi\'x 1;. »mrn.eA on ;..~ne M: the [u;z0HLmmp1I'=.>p:*1l. 1'-r:kz—L‘rh‘1uu . evil n ,1}, rk. .-\> a [urther1nr,I'gnny. Fm 1'r|:'luu lound hinwselflrzqvped wxthin m.- grnm ape wm1.~ on um |\I 31 Plan:


Anyone who touches the gem rislrs tailing pray to delusional madness. A ducrgar ale merchant nametl Krimgol Mucgardt found the gem and took it to Mant0l— Derith. By the time he £il‘|'l\tE(l.Krimgol had >lUl'(‘.LIlUlJ€d to the tlelusion that he was a Ca[assabrr1k— a rluergnr without honor. He paid Yantha Coaxrock. an lltlnesl srirtneolin mage. to appraise the jewel. hoping that he could use it to buy back the goodwill of his clan. Touched by the gems madness. Yantha lietl [U Krimgzol and told him the gem was worthlcss. she otter-ed a lump or gold in exchange. whereupon Krrmgol s spected treachery and demanded the gem'.s immediate return. While Ktimgol and Yantlta argued. one of Yztntha's apprentices tried in hide the gem for his mistress hut succumbed to its evil powor. The apprentice, Flink. took the gem to the drow enclave. hoping to trade it for some rare spell components that he imagined Yantha needing to make Krimgol go away. A gargoyle nssignerl to watch for thieves spotted the vein and wrestetl it from Flink. who hid for fear of incurring Yantl't;t's wrath. Soon thereafter. the delusional gargoyle laid eyes on a draw assassin named Kinyel Llrtttrgilr and was instantly smitten by her. The gargoyle gave her the black gem as a token of its clevmitln. which she, in her madness. mistook as a ptryrnent from tho drow enclave to assassinate Lorthtlun. a maimed beholder allied with the Zhentarim. Yantha'stheft of the gem led Krimgol to leave and return with duergar reinforcements. They attacked the svtrfneblin enclave and captured lranthzl. triggering open eonllict between the two enclaves. With the fragile truce in Mantolellerith finally broken. the drow are preparing to take out the weakened rluergar and sfirfneblin forces. Mcimwhile. Drtlu'gilr has infiltrated a dmw delegation sent In meet with representatives of the Zhentarim enclave to discuss how best [0 divvy up .\tlantolrDerith between them. Finding and destroying thc gem prevents others from lalling prey In Fraz—Url)'lutl' madness. VVhilt: imprisoned inside the gem, Fl';.tz alignment and senses (see appcnrl D). but loses all of his other attributes and can't take actions. The gem is as big as a human list and has AC 10. 1 hit point. imntunity to poison and psychic damage, and irnrnunity to hludgconing, piercing, anti slashing damage from nonmagieal weapons. it is also immune to any spell effect that requires a saving throw. While inside the gem, the demon lord can't be attacked. harmed, coerced. or heard. He can be contacted via telepathy. liovtever. Shattering the gem releases l=raz—Urh'luu‘ lite force. which instantly returnsto the demon lord's body in the Abyss. Any creature that touches the gem must succeed on a DC 23 charisma saving throw or snccnrnh to a torrn ol indefinite madness. as determined by rolling on the Indcflnite Madness of Fraz—Urb'luutable in appendix D. A creature that succeeds on the savitlg throw is immune to the madnessinducingeffect of the gem for the next 24 hours. The madness lasts until cured. lfthe characters destroy Fraz—Urb'luu's gem. awartl each of them 1,000 XP. 4 MANTOL-DERHHZ GENERAL Fznuites Characters encounter the following features inside Mnntolnerith. Climate. Marital-Derlth is chilly and damp thanks to the waterfalls and Streams flowing through the cavern and into the Darl<lal<e. Light. Mantol-Derith is pnghrly lit by continual flame spells and crystals in the walls that reflect the light. A network ofwalkways and small plazas crisscross the rocky ground ofthe outpost, paved with crushed crystals that also reflect light. REACHING MANTOL-DERITH lithe rharactersreached an agreement with Dztvra lassur in chapter 8. thcy can travel to Mantollzterith along one or the many routes the Zhentarim use to move tnerchnnrltse to the trade hub from the surface world. The Black Network doesnt reveal the shortest ruute for security reasons. instead. its representatives lead the adventttrers to a remote cave in the Surbrin Hills, about 180 miles east ol’Crattntlgrym. Black Network sentries (SIX human veterans) guard the cave. which leads to a series otrunnels. These tunnels descend sharply as they wind their way cast for another 200 miles. Check for random encounter the party's expedition makes its way to Mantol—D<‘rith. ing the tables in chapter 2. ll the character are traveling with faction representatives (see chapter 8). these NPCs help the Characters overcome random encounters. Whenever a random encounter check yields a "no encounter" result. use that opportunity to roleplay some or these NPCs and develop their personalities as you see tit. Mantol—Derithabuts the Darklake and is roughly six days‘ travel from Blingclenstone and Menzoberranzzln. and 22 daysfrom Gracklstttgh via the Darklake locks (see the overviewmap ofthc Untlerdark in chapter 2). Characters accompanied by Zhentarim guides approach Mantol—D<:rllh via a subterranean rift. A narrow trail winds up the side of the rift. ending at a secret door in the northwest corner ofthe trade hub (area la). MANTOL-DERITH Population:Approxilnately140 (clrow. duergar. humans. and svirfnnblin) Government: lnftlrinal council comprised of four chief negotiators (one per enclave), recently dissolved Defense: Pritale guards Commerce: Rare and exotic goodssee each cnrlave tor int‘ormation on the goods traded by the cluergar, the Clrow. the svirl'neblin. and the Zhentarim Organizations:The draw. tluergar. svirfncblin. and Zhentarim enclaves Thousands otyears worth oftrickling wntcr carved out the cavern where the drow. the duergar, and the svirfnehlin established Mnntul-Derith. Four warehouses have been excavated at the corners of the cavern, each controlled by an enclave and containing offices and temporary lodgingsfor its merchants. l;ll \l‘lF.l2 «i l \l.\Nlt7l'l)ElZlTH 13:; l


Vii Few of MantolrD<:rith's dcnizcns arc p(‘l'lT\£In{‘l\l residents. Even the chief nz-gotiatnrs of tnch t-nr-law t'(‘tIirn to their C(‘lIH'l'\i1f[)L)WA’|'])t‘l‘iUdi(7}Jl1_)’.1P)£I\/lilg representatives to l'L)l\llUL’| business. Eieryone in M2into1—Dt-rith isthcre to |l'£.\d4', iicgunaic dlld uittuur spy on thtir L'U\lrI[k‘FpHI'l~ HI [hr Ulhrr rmtlm '|'l1t-,.'irriv.tltifFr;tz Urb'luu has upset the Lialzmce of pmwr iii Mtititul—Dt>t’ilh(see "l'r;u—UrL2'luu's Getn"). resulting in open K nniim between the duergai‘ and svirft\e|:1in.The drovi. are poised to climinatc both. thus reducing by two the number of enclaves in Mant0l— Dt-rnii. Tltc dmw art‘ siiiniitaiicoiisiy hoping to prcscrvc the truce with (hC‘ll' ZhL‘nliu‘l|Tl neighbors, Howcvc it delusional drow assassin thremvns to turn (ht draw And Zheiitai-im ciit~i,-mas against nnt‘ zinnihcr. l'ht; location of Mantel-Dcrith is a wt —guart|i:t| s<;t‘i't‘I and(hitiTIfl|ltllL'r‘£1ltL|[JO\’VL‘i' rl|(‘i'(‘,har|ls gain tmiri ac ss to II isn't stiitirihing lint‘) Wdlll IL) share. Normal y, iii.» In M.'.ml(t|rDe‘rIth is regulatetl by thrt-‘E >iHI]l1El’U\’F|l£ll\l>1 n siralittg of gouds imin fellow imttmiits. nu disguising oi goods by any means, and no use til’ magic during negotiations and liaggiing. The puitialilnctll rm breaking -tun :nvenani is rqually .~.lrzuglilforvi'tiriJ:ll1E violatui is wrapped in t:II‘t\inS and tossed inlu the Dtu-klake Recent events in Manta] Deiitii Imve rendered these rules moot. V ‘w. ,1/itw ‘J4—4Al .._s.........................s... 4i‘\\'HH‘ i\lxu,ir‘.,1I‘.i«li!l .,t HAN’ IMPORTANT NPCS The fulltmxiitg NFC: have key roles in this chapter of fhl‘ adventure. MANTOL-DERITH NPCs $|adis Vadir iiystia Zav Feebles Zilchyn Q'Leptin Yantha Coaxrozk Flink Thunderbonlt Gahbie Dripskillet Chuldur Flagorifisi Sirak Mazelot Kinyel Druu’giir Ghazvim DuLoi: Lorthuim High elfdvuid ofthe Emetaid Enclave Human spy (ortiie Harpers Svirfrieblin spy working for Xazax the Eyemunger Dmw mage and kieptomariiac Svirfneblin mags and leads! ofthe Stoneheart Enclave Yanthafs sinmciiiin dpprcritici.‘ Sviifneblin chiefriegotiator Ducrgat and and negolitttoi from Cmcklstugh DIOW and chiefnegntiatoi ivom Merizobeirarizan Draw assassm The characters‘ contact and chief negotiator ofthe zhentanm Manned behoidev


(ht; KEYED ENCOUNTERS The following encounters are kcyrd to the map of Mantol—Dei-itli. 1_. SECRET Et~I1itANcl~:s lVl£Il‘lH)lrDE|’llll is hidden behind l0—foot—squtlrt: doors carved to resemble walls of natural stone. A creature within 5 feet ofa secret door can make a DC 15 Wisdom (Perception) check to spot it. Each secret dnor has an arcane lock spell cast on it. speaking the proper password within 5 foot oft-i secret dorir opens it. Opening a secret door by any means other than the correct password triggers a mzlgii::.il disintegration trap on whichever side the door is opened from. Each creature in the 20—foot -qunre area directly in front of the secret door must succeetl ml at DC 15 Dexterity saving throw. taking 55 (l0tll0)force damage on a failed save. or half as much rlztmage on a successful one. A creature rcducetl in 0 hit points by this trap is disintegrated. leaving only its possessions behind. 1A. NORTHWESTENTRANCE characters guided by roproseniriilie - or the zhentarini arrive at Mant0|—Dcrithvia this route ta subterranean rift with a rouglrhewn path (:flYVt:‘(l into one wall. This entrance is also used by svirlriehlin lrom Blingdcnstone and draw from Menzoherrtiiizaii. The switchback path ends at the secret door whose password is "im'yat." a svirtnchlin word meaning "tlarltness." lB. NORTH ENTRANCE The password to open this. ret rloor is "helaern," a drow word meaning "wealtli." lithe characters are being guided by memhe « or the Black Network. they are led through this secret door into the trench that bisects Mantol-Derith(area 2). lc. NORTHEAST ENTRANCE This sccrct door stands at the hack ola naturally formcrl ledge ovorlotilting the Darklake. The password to open it is "ssussun." a draw word meaning "light." When thu characters first gaze upon the ledge. read the following boxed tcxt to the players. An eliwith long red hair and a backpack sits on a ledge overlooking a vast. water-filled cavern. The alfis dressed in the finest attire and is dipping his bare feet in the murky water. “Care to join me?" he asks with a wry smile. The tigure dipping his leet in the water is slndis Vuthr, a high all druid and member of the Emerald Enclave. Use the druid statistics in the Monster Manual to represent him. with the (allowingmodifications: Sladis is neutral good. He has darkvisinn out to a range of 60 fact. He speaks Common. Elvish. and Undercommnn. His fry aiio siry gives him advantage on s ving throws against being charmed. and magic can't put him to sleep. ~\ Rvsrin znv st iuis txirrtt - Hi: can Cast thc pres-n'tllgit.-iritiii caiitrip at will and uses it to mztkc his tlIV‘(—Slr’lIl'IE(l garments look clean. Slaclis Vadir has always felt ti strange attraction to the llnrlerdark. but the demonic incursion has broken his sanity. lle kills and eats other hllmanoitlss he encounters or, as he calls it. "culls thi: herd lo inttiiitain the natural order." lhis is <:onsldt'rt'tl Ll form of indefinite madness (sec "Madness" itl rllapter 8 of the Dungeon Masters Glzide). slndis happily accompzinlesthe party and graeiously offers his son ties as a guide. He ltnows how to get to Nevcrlight Grove. Blitigdensttine,Gi-acltlstugh. and lV[l"l’I7.Ul)k‘l'l"dllZalL but not Gravenhollow.If tht: characters llVi\'t' Slatlis to accompany them‘ he thanks them liy olrering thern sortie "food" (soe "Trv sure"). Treasure. In addition to his cluartcrstzlflalttlspell rompnllents. Sladis carries a bl00d—l‘Zll((‘(l film knife that he uses to cut up his victims. as well as a Hewzirtfs flarlrly haversack stuffed full ofscverecl limbs and evi cerated organs—thc unt‘0Ok(‘(i remains ofhis s rliieblin. grimlock. quaggoth. antl tlrtiw victims. XPAwards. If (ll(‘ characters ttlirt: Sladis Vadir's madness. award each of them l0O XP. If he is safely returned to Morista Malkln in Griuntlgryrn (see chapter 8). award each character l50 XP. 1D4 SOUTH ENTRANCE AND SHORE This secret door to MilI"l[0l—D€l‘iIl’I lies halfway down a deatletld ttlnncl stemming from a rocky shoreline that hugs the Darklakc. Ducrgar traders from Gracltlstilgh use this entrance. The passvvrirtl to open the secret door is "grohl." an ar 'hait: DWil|’ViSl‘l word meaning "stone." When the char rs first game upon the Short‘. read the following liiixerl text to the players. Someone has pitched a small tent on this pebbled beach overlookinga vast underground lalra. Almve the sound or water lapping at the shoreline. you hear a soft. feminine voice humming an unfamiliartime. The voice comes from inside the tent. which is illuminated From within. The it-nt belongs to the ligure inside it: a frmule human nalrlctl Rystia zav. Rystia is a chaotic good Harper lH\l‘llls’ 'l l iiwim itiurtri


spy from Nesmé who descended into the Underdark two years ago to find Mantol-Derith and infiltrate the Zhentarim enclave there. She got lost in the depths and has no idea how close she's come to finding what she’s been looking for. She also has no idea how to get to the surface. Fear. loneliness. and the demonic incursion have driven her mad. She now believesthat everyone she encounters is out to kill her. This is considered in form olindetinite madness (see “Matlness" in chapter 8 of the Dungeon Master's Guide). Traps. Rystia has planted four springloarlerl hunting traps under the pebbles around her tent. A creature within 15 feet of the tent can spot the hidden traps with a successful DC l5 Wisdom (Perception) check. Any creature that ilpprozlch - within 10 feet of the tent and is unaware ofrhe traps steps on one (see chapter 5, "Equipment," in the Players Handbook for hunting trap rules). Treasure. In addition to her weapons and traps, Rystia possessesa satchel made from carrion crawler hide, inside which are ten pounds of edible fungi. She also carries a lull waterskin and three torchstalks (see “Fungi or the undertlarlt" in chapter 2). one oiwhich is already lit. XPAwar-ds. if the characters cure Rystia's madness. award each of them 100 XP. 12. ZHENTARIM SECRET DOOR The password to open this secret door is “eye-bite." The tunnel leading away from Mantol—DCrith winds steadily upward, and branches leading to other areas of the Underdarlt have been sealed off with wall ofstone spells, leaving a single navigablepassage. This past age is clear of monsters, but the Zhents have installed trip wires and pressure plates at irregular intervals. These are triggering mechanisms for collapsing roofs. poison darts. and rolling spheres (see “Sample Traps" n chapter 5 of the Dungeon Master's Guide), The passage ends at a dungeon complex under a ruined watchtower overlookingthe Surbrtn River, north ofthe Everinoors. The Zhentarim have guards s tioned throughout the dungeon to keep surface tlwellersfrom rinding their way to Mantol-Derithvia this route. Ifthe characters find this secret door and use it to make their way back to the surface world, design and populate the Zhentarim dungeon as you see fit. 2 TRENCH _ This 20—foot—wide. 50—foot—dceptrench _v bisects Mantt)lDerith from north to south. with a secret door at each end (areas lb and 1d. respectively). A shattered platform of crystal sits in the middle of the trencl1—an old magic device once used to lift caravans up into the main cavern of the outpost and bztck down into the trench. It now lies broken. its magic spent. The ducrgar and draw collaborated to replace the crystal lift with a system of four mechanical lifts, two on each side of the shattered platform. These lifts use magic to power their winches and lighten the loads on the lifts. Each tilt is designed for easy use and can be operated as an action simplyby pulling on a lever. (2l|,—\Pll;k 9 l .\lA.\'lOl. llHtllH The treni.-h's walls sport numerous handholds and can be txliinlied with a successful DC 10 Strength (Athletics) Check. 3. MAIN CAVERN when the characters exit the trench, they lind the normally quiet outpost in chaos. The trench bisects an enormous tavern with a 30-foot— high ceiling supported by naturally formed stone columns. Contimuzlflizme spells east on stone lampposts reflect olfcrystals embedded in the walls and ceiling, illuminating myriad fountains, waterfalls, streams, and pools. Water drips from stalactites onto leather tarps covering clusters at’ merchant stalls west and east of the trench. Beyond these marketplaces are well-tended gardens ofmold and tungi, crystal walkways, and stone bridges. The tranquil beauty of Marital-Derith is undone by sounds otcombat to the northeast, where you hear the thunderous boom of metal against stone and see panicked svitrnebiin running from 8nfoot—tal| duergat. The marltetplaccs ofMantol-Derith have been closed ever since the ducrgnr attacked the svirtneblin. The duergar are killing any svirfrlehlinthey encounter and breaking into the svirfnehlin warehouse (see area 6a). 3A. WEST MARKETPLACE The drow and Zhentarim markets are clustered here. on the west side of the trench. However, the tents, stalls. and pens stand empty, the merchants having retreated to their respective enclaves with their goods and livestock.A stream runs nearby. crossed by two stone bridges leading to the drow and Zhentarim enclaves. The stream is 5 feet deep and [ed by the Darklake. The water isn't fit for drinking. 313. EAST MARKETPLACE The svirfneblin and duergar markets are clustered on the east side ofthe trench. Most of their tents and stalls have been knocked over. and various goods (see “Tre2lsurc") are strewn upon the cavern floor amid the slaughtered corpses oi giant lizards and steeders. Characters approaching the market see two enlarged duet-gar chasing a pair ofdcep gnomes who have cast blur spells on themselves. A third unarmed deep gnome is hiding in plain sight under the wreckage ot a zurkhwood stall. He has a pale leather bag tucked under one arm. if the characters rescue the blurry svirfncblin, they reveal that more duergar are trying [Cl smash into the svirfneblin warehouse (area 6b). and that Yanthzl Coaxrock. a svirlneblin mage. has been captured antl taken to the duergar warehouse (area 5h), The svirineblin don't know why the ducrgar broke the peace in Mantol—Derith. lfa dttergar is captured and interrogated. he or she reveals that Yantha stole a valuable gemstone from a dtlergar merchant and refused to return it.


alls. fused Pcebles. The svirfneblin holding the bag is Peehles. He came to Mantol—Derithto investigate rumors ot a heltolderliving here. He claims to be fascinated by aberrations. beholders in particular. H!‘ has confirmed that them are no beholdcrs in the duergar or svirineblin enclaves. but he hasn't yet been able to explore the drow ur Zhentaritu enclaves. Peehlcs is the deranged, neutral evil servant of X3 ' x the Eyemonger.a beholder that hunts other beholdcrs, takes their eyestalks, and grafts thcm to its own body. Peehlcs is xazairs private surgeon. Once he has confirmed the presence of a heholdcr in Mantol—Derith. Peeblcs plans to find his "master" and share the ncws of his d overy. He suggests that the characters take, him to the draw or Zhrntariin enclave. under thc pretense of having inform’ iun about the duergar attack. Once he has found Lonhnun the beholder.Feebles tri s to leavt: MantQl—Dcrith at once, If tlle characters delay his departure, he gets angry at them and claims to be an expert Undcrtlark guidc. promising to lead them wherever they wish to go. If they accept his offer. he leads them to Xazax the Eycmonger(see chapter 10 for more information). Peel)les's bag is made from stitched quaggoth hide and contains a pair of sharpened flint knives. a spool of thread made from ropt-.r gut. a thin iron needle. twn pounds or barrelstalk flesh, and a copper cantcctl containing a halt gallon of water. Pool. The large pool cast of the market is fed by small waterfalls pouring through cracks in the cavern cciling. The water is fresh and sale to drink. Growing along the share are 3tl6 waterorbs (see "Fungi of the Undcrdark' . Treasure.Characters who search the nlarkciplztfe Find a total of 2d<> 50 gp gents scattered about. 4-. Dggw ENCLAVE Thc drow usc M-.intol—Dcrith to trade exquisite and exotic goods ziizttcrding to their rarefied tastes. Rarc pertutnes. potlnns, distilled l)evel'agcs, and other alchemical products arc some of their regular goods, as well as common and tlnttommonmagic items. House Baenre controls the flow or merchandise here. placing and removing chiet negotiators as their etrtciency wanes. Sirak Mazrlor is the current drow representative. A sophisticaletl merchant, she deals In luxury items train drow artisans: gems of high value, incense. art objects, various magical treasures. and exotic spices and spirits exclusive to the Underdark. 4-A. DROW FUNGI GROVE Thisis where the drow cultivate cdible and poisonous fungi. In the heart of the fungi grove is a stunted zurkhwood mushroom. 20 feet tall, with a thick stalk and a wide cap that forms a dome. keeping the area underneath dry. The dark elves use the mushroom as a pavilion, and this is where Sirak Mazelor rotlducts business with visiting tradcrs. Six gargoyles perch on natural ledges overlookingthe fungi grove. They attack any creature unncconipanicd by a drow that approaches thc stone doublc doors leading to the draw warehouse (area 4b). Standing in from of ZILCNVN Q‘Lzr:riN FEEBLES the double doors are two female drowelite warriors that do the same. Zilcllyn Q'Lcptin. sitting on a zurkhwood bench under the giant zurkhwood mushroom is a nlale draw mnge namcrl Zilchyn Q't.cptin. Trained as a wizard in Menzoberranzan. "Zilch w . orced to flee the draw city after a rash ofspell componetit thefts was traced back to him. He cant control his kleptomania, which is considered a form at indefinite madness (see "Madness" in chapter 8 of the Dtmgcort Masters Guide). This madness befell Zilrh long before the demon lords arrived, and has only gotten worse since. Zilch lost his spcllbuok during his escape from Mcnzoherranzan. and an unfortunate encountcr with a black pudding left him with acirl scars covering the ten side of his body. including his face, In addition to his staff, which doubles as a walking slirk. thc drow carries a purple bag made of kuo—toa skin that contains hanl:l— drawn maps of the Underdark on sheets of trlllimac, rtiaierial components tor all of Zilch‘: prepared spells, and 1:14 + 3 stolen trinkets (roll on the Trinkets table in chapter 5 of the Players Handbook).Char’ rs can use Zilch's maps to get to Monzcherrattzan, Gracltlstugh, or the Worrnwrilhingsfrom MantolrDerith, Zilch doesn't knowwhat , used the duergar to attack the svirlncblin. but he knows the drow merchants have withdrawn to the warehouse and that the drow are waiting to see how the violence plays out. lfthe characters seem approachable. ZllCl’I offers to help them get inside the drow warehouse. lf the characters take a short or long rest and Zilch is with them. hr, attempts to steal something from one randrtrttly dcrcrmitieti party member. Far front being a skilled thief. Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of every character with line of sight to him. lfl-ie wins the contest. Zilch hides the stolen item in his bag and fcigns innocence ifquestioncd about the item's disappearance. Flink Thunderbonk. I-luddled against a stone column at the edge of thc fungi grove is a cowardlydeep gnome named Flink. Hc suffers from a form nfindcfinite madness (see "Madne " in chapter 5 of the Dungeon Masters Guide) that makes him want to please his mistress, Yantha Coaxrock, and also causes him to he r HAPTYR '1 l M\NTt)L Ui KITH 1'17


deathly afraid of her. He uses his Stone Camouflage feature to blend in with the rocky terrain, afraid that thc drow and the gargoylcsmight attack him. ll‘ he sees the charactrrs. hr rtins mwarrl thrni in a panic, babbling about a stolcn gem. /\ SIlL‘.Cl‘SSfIll DC 15 Charisma (Intimidation or Persuasion) check or calm cniorions sprll allnws Flink m ’s‘]1l‘?ll( t7tiht'rt‘rlil_V, Wht‘l'rIIpLm he reveals the tnllowingintorrntitinni . A dtlrrgzlr nlr rnrrrhnnt namrtd Krinigol Miizgartlr asked Flink's l'l1lSIl“f‘S<. Vantha Coaxrock. to appraise El large blzltik gt-msttine. For reasons iinltnotvn to Flink. Ytll'|\l’lH tlitlii'l want to glvt:lll('gCn1SlLlf‘l!‘l’)£l('l(lO the, diicrgar and instead 0fft‘rt'd him a lllrnp or gold in trntie. An iil'gulnt‘llt eiistieti. Yaiitlia entrusted the genisltitie lt) Fliiik. He ltitik it to the drow enclave to hiiy ait eyelash eni-as-etl in giitn ziraliir the eonipoiient tor an in ‘ii’/iiy spell. l<lIUW trig that's what Yanthn would want him to (lo. Before he could complete this task. a gargoyle snatched the genlstonc from Flink's grasp. Flittk is afraid Yantha will punish him for losing the gemstotie. Flinlt has been spying on the gargoyle-s to find the one tltat took his gem. but that gargoyle isn't among the ones currcntly guarding thc drow cnclavc. 443. DROW WAREHOUSE The draw warehouse is both a fortress and a re tleiit:r~. The stone double doors leading to it have an arcane lock spell cast on them, which only Sirak Vlazeltir and her elite warrior guards can bypass. Characters who gain entry find the warehouse occupied by two lcnialc drowelite warriors. eigliteoii drowmerchants. ninc quaggnth slaves. and six giant lizards fitted with saddles (use the giant riding lizard statistics in chapter 8). The 30—foot—high ceiling of the warehouse is hidden with thick webs that conceal a dozen giantspiders loyal to the drow. The warehottst-‘stlcnizt-ns attack thc party unless the characters art‘ artompaniccl by a (lrowr The merchants havc bCl‘n instrtit-trtl It) rt-main in thc \Vr’|l‘Cl’I0llSC ttntil Sirllk Mazeltir returns. The drow chitf negotiator and her entourage have gone to the Zhentarim ertr,lavt- (area 7) to meet with I’t‘pl’C$l’.lIliMIVC: ofthe Black Network. in the hopes ottorging an alliance against the tlnrlily tlurrgar and . 'lI’l[\FblilI enttlaves. The drow sleep in i-ot arranged in neat rows. while the inercltants store their valuable, wares in three wane buildings. The door to each building is protetitetl hy glyph o/warding: (save DC 14) that trigger an explosive runes effect (5d8 thunder damage) when a creature other than a drow opens it. Treasure. Each storage building contains Ztlti crystal vials otcitotie pcrhiinc worth 100 go each. 3d6 crystal bottles of distilled bcvcragcs worth 25 gp each. 1d4 magic items (determined by rolling on Magic Item Table A in chapter 7 of thc DtlngcatlMasters Guide). and 2d6 Vials of Carrion crawler nnictis (sec "F'oisons' in chapter 8 of the Dtirigison Master's Gtiidc). Characters also find ltll0 X 10 pountls of food and l(llO * 5 gallons ofwatcr stored in each lniiltiing. lZ1!\E‘Tl',R ‘a \lA.\TV)L—D[RHlK 5. DUERGAR ENCLAVE The gray dwarvcs tradc mostly in armor and wcapotls of superior craftsmanship. but ll'|(‘ll‘ cnclavc also deals in other inetalwork, i-aw orcs. and ttncut gcmstoncs. The duergar chief negotiator is Ghttltltir Flagonfist, who sells armor‘ arrowheadslocks. mining and srnithing cqtlipmcnt‘ and smoked D£lI‘kl&‘ll(4“ fish. Ghtilrltlr is friends with Kriingol ll/lu7.g2)I’Lll, ll gray tlwarl itiercltiiitt whti S(’,llS frothy Darklakr Sttiut ale. 5A. DUERGAR FUNGI GROVE An iron—wroughtfcncc cncloscs this fungal grove, through which thr rltlcrgarhavc carved narrow aislr-s, Thv grovc contains a host of crliblc fungi and is illllminalctl h x nightlight rniishroonis "Fungi ot the Undcrdark' in eh.-ipt -r 2). A tunnel in the south wall lczttls to it set of tlotihlt, ttint: LIUOTS tniiirtling tho tiingi grov IJTC rniir lI’\Vl5ll)ll duergar that attack itltrutlers on sight. Four more invisihle duet-gar stand in from of the double doors and attack any itoirtluergar that come into view. 513. DUERGAR WAREHOUSE Thr: stone dollhle tltitirs in rhr: witrehtillst ll‘(‘ llnltlt-ked and open to reveal a 4n l:()()l'llIgl'I.l‘0Ilgl't'l1r3W|'l(t irnher ctintainittg thirty duergar int», tit ittl lvvelve‘ inale steeders (see appendix (3) used as pack animals. These duergar aren't spoiling tor a riglit and iiarley with intruders. sharing the followinginlortiiatiun: . A s-virlnehlin rnngr stole ll gernstont-, from a dtiergiir ale merrhant niirneii Krinigol Muzgzlrrlt. Krirngol' good friend of Mantol-l)eritli'stlucrgar chief negotia tor. GhultlurFlaganflsl. When the svirfnehlln mags rtsftlsed to return the stolen gern. Flagunfist sent invis-ihle tluergur to the svirtnehlin enclave to i-aptiire her and hring her to him for questimiiitg. Other svirlneblin tried to free the in-age. leading to the first of several armed crinfrontalititts. Flagtinflsl has since sent his duergar guards to storm the neighbor— ing enclave and wipe out the deep gnomes. A 20~lUl)lslIIgh stone huiltiing stands in the northeast rorlter Dl the wilrehollse. Inside this llnltittketl building. Ghultlur Flagonflsl and Kriitigtil Muzgilrtll (Li pair or male duergar) are interrogating Yantha C(laXI‘t)(‘.k. an unarmed fetvlale deep gnome suit ring trorn a lnrrn oi ilirlel'lnitt> madne lll ttltapler 8 of the Dungeon Masters Guide) that makes her tell lies, even at the risk olhariiiing herselland others. The duergar have dressed her in a robe sewn with gemstones (see "Treasure" below) and suspended her above the mouth of cihtildiirs --pet"—a hungry xorn. Ghuldur grasps the rope from which she hangs and is threatening to feed her to the xorn unless she divulgesthe location of the gem she stole from Krimgol. Vantha Coaxrock. Yantha is the leader of the Stonchcart Enclavc basctl in Blingclenstone(see chapter 6). Slit‘. is bound with rope and spinning an elaborate lit: about how the drow must'vc charmed her and taken l<rirngoi's gern. she has an Intelligence of 16 (i 3) and the following atltlltional fcattlrc:


'n, spelrmxung. vmha N a szhwem SpeH:.:_~£Pr Her speH:astmg abvhty VS mmhgme (spe|\ save DC13] she has me suuowmg «ward <or:Hs prepamd ramps (a(w1H) dlmtmg hgmfnams. mmdmg‘ nrestrdrgrrntrarv 1:: have! (A sinvs) mnmrehznd languages. detect magm Tensor 5 {YA .mg rlr<1< Zr~dh~wvH1 «rs; «mm ehaugm», ho/A person 3rd mm! (7 svms] smdmg Treasure. rm» smmgr buildmg comam~ 1«H()>< Wpn\mr1< nH'nnr|.hl1U‘‘ ; gallnnx nfualrr. 11nr1_\ Iurkhwnod m~k~ nfDark1ak«* sum rule \\ur|h 50 Q1) vtwlu and ,. [)h'Ihm.\ U1 lint-]_\ rr;I|'l<*r| nw,la|\\m'k ; Zrlfu Iwnlilravm - zrm §]m\'r=: - 1:16 lanrca 2:16 lnnQ<wnrrl~ 2(|6n10rmnQ:t;zr~ ZII6 war pyckx Zrlfi \varhan1mr‘r.~ ltlh sun: of half nlzue - lrlf) <mr~‘ nH'h.mu\mx1 ldb <mr~ UV snlml mm] M6 <nu~ufpl;1lenIa1| my u'r‘fl «mp stands m n (‘01‘m"r nmw wmge bmlding Thv me wri;5h=. 1.000 puunds. .5 mm-(I. and comzuns lt|4um,r1n‘nr'1ns(dHrnuined byrnU1ngrm .Ma,Qrr item nhue F. in I'h71pt(‘r 7 mm Dxmerrm '|I.msr< (mm-> (uhn!dm' knu\\'~lhrrumhmalmnmunlnrk|l1e safv" - I which mhmme requires a [mark xpvll or mmlar v magw ru nprn 1: . \'.mrh;z\ grm—~LuddcL‘l robs .5 north 750 up. Development. n Lhr‘ C|1amrn‘r~ .-hr» \'ah«ha’= rn:1drw~s.~‘hr: ( 0n(4‘<SF\ m gmng Knmgnra hm.-k gvm m hrr upprexmcv. Flink h\InLlzJrbunk, 'l1cdr>r.~n'1 knnw Flmk . (‘\n‘rr‘m whvrmlmulx but can usn‘ A sanding ~p(AH [O conxact mm. uhrrsupnn 9]1<-\r'urxu.~1|v.1l hr mpped" vn [hr rlrnu m<—L.v.> (area .1» sh.» Ihvn asks the c|\arar(cr~' IVV rm he him. Rmmng yamhhx w.n, :lm'sn'{ plzwmr‘ (:hu1\|urm' Krnngol | hr‘r'h,1rmler.~«*:m huh ap,uw- Krimaol by funding his grrn ma returmmz u :0 mm. Irh. md his pm mm arc dcfmlrxl Ill vmnhal. uhmcmr mm hr pcrsuarlrd In cal] r>H'rhvxl\wrg.u‘auavk1m1[hr‘~\|rfneh|m L‘I1d2l\.¢‘ (See area ha] XP,4wards. lithe Cha1‘ar~rm's rrsrut \amh:4. a\\ar<l t-ach ofvhfln 100x13 Ilthryrure her uzadnrss. award an addmnnnl 150 xv to mrgh 4 !mrmleI'. 6. SVIRFNEBLIN ENCLAV E The (loop gnrmwx hm mr am’ r)pprrrrum|_\ m corncr {hr nmmrm g\ml|~ mew c0xnpr[imr~ an‘ m \hm‘{<npp1_\ ul. Cvnbblc Dr.,»k.|m.1hs <\irV'm'h11nclue| n<‘g0I\m4:r. usccl mwll>uYL.grn1s[cn1C5 'md rare minerals h'rm1 u «tell m m» mm" mm'kH (nu a 31»). Inn shf and <¢'\r=ra\ other <\ Irfnr‘Mu\ nlerchnms \H‘n‘ amen m mmh m mm w.'IrrImu>e (area ()b)\\'hL‘lHhH(II1&IQaV';\Il2v(‘ke(l


6A. SVIRFNEELINFUNGI GROVE The fungal grove in the deep gnome enclave has been left to grow wild. Strcwn about the grove are the corpses of a dozen dead svirfncblin, all ofwhom wcrc killed by duergar. Set into the northeast wall is 2: set of stone double doors that the svirfnehlin have barred from within. Four enlarged duergar are breaking through the tlotirs with war picks, and it's only a matter of time before they reduce the doors to rubble. Eight more invisible duergnr stand nearby, ready to storm the svirfneblin warehouse as soon as the doors crumble. Treasure. Each dead svirfneblin carries a pouch that contains ld4 50 gp gems. In addition to species of edible fungi. the svirfneblin grovc contains thc following cxotic fungi (as described in the “Fungi ofthe Underdark" scction of chapter 2): 2d6 barrelstalks 3d6 bluccaps 3d6 Nilhoggs noscs 2d6 tongues of madness 2d6 torchstalks 2d6 trilllmacs 613. SVIRFNEELINWAREHOUSE Twenty—two deep gnomes, including Gabble Dripskillet. are holed up in this chamber. which is shaped like a cube. The ceiling is 100 feet high. and the walls are lined with niches that serve as residences and storage spaces. Levitating crystal platforms throughout the warehouse allow the deep gnorncs to rcach thcsc compartments. Each crystal platform can move up. down, or side-In-sttle on command, but only thc tlccp gnomes know the command words to activate thcm. Most of the svirfneblin have retreated to their residential niches. Gahhle Dripskillet is the only one at floor level. and she's prepared to negotiate with whoever or whatever breaks through the doors. lf the characters deal with the duergar, Gabble is grateful and offers them a reward (see "Treasure" below). Crahble doesn't know what provokedthe duergar into attacking her enclave. but she is friends with Yantha Coaxrock and would like to see the svirfneblin mage returned safely. Treasure.Storcd throughout the warehouse are sixty 10—pound sacks of salt worth 5 gp each. thirty sacks of precious minerals worth 25 gp each. twenty—lour quartz gemstones worth 50 gp each. a dozen amethysts worth loo gp each. and six peridots worth 500 gp cach. Halfway tip the southeast wall is a hidden compartment. Finding it requires a sucttcssflil DC 19 Wisdom (Perception) check. The rompartment rnntnins 1d4 magic items (tletermittetlby rolling on Magic ltern Table C in chapter 7 of the Dungeon Masters Guide). Gabble keeps a crystal cnfler in her inch The cotter is worth 100 gp, and it contains a tit k. pphirr pendant on a silver chain worth 5.000 go. She offers the pendant as a reward to the party for saving her enclave. CHAPTER <2 MA!~.T!JL— DERITH 7. ZHENTARIM ENCLAVE The Zhenlarlm fnutitl great profitsin Mantnl—Derith by bringing in products impossible to obtain in the Untlerdark. Items as innocuous as sugar and fresh en‘ tire treasures in high tiemanrl here. The surface dwellers trade mostly in raw materials, including wood, line fabrics. and leathers. but also maintain stocks of perfumes, alcoholic beverages. confectionery,paper, and clothing tnade by surface artisanswith surface materials. The human Ghazrim DuLoc leads the Zhentarim enclave in Mantol—Derithand also holds the key to finding the library of Gravenhollow. 7A. ZHENTARIM ENCAMPMENT Zhentarim traders cut down most of the fungi grove outside the entrance of their warehouse, keeping only a few small gardens for decoration. In its place they erected a huge pavilion and several smaller tents. Water dripping from thc ceiling runs off thc tents to form puddles everywhere, The pavilion is whcrc Ghazrim . a do for fifteen Black Network merchants (all human commoners). Perched on a ledge overlookingthe pavilion is a gargoyle touched by the madness otFraz—Urti'luu's gern. ch-.irut:trrs with a passive Wisdom (Perception) score of 13 or higher spot the cr .ature. It's waiting for Kinyel Druu'giir. its "true love." to emerge rrnin the pavilion. Inside the pavilion are four draw: Sirak Mazelor (a ternale drawmrige and the chiefnegntiator or the draw enclave), two female drawelite warriors, and a female drow assassin posing as another elite warrior. The assassin. Kinyel Druugiir. has Fraz—Url:t'luu's gem on her person. She also has the Fey Ancestry, Innate Spellcasting. and Sunlight Sensitivity features of a draw elite warrior. These drow await the arrival of the Zhentartnfs chief negotiator. Ghazrim DuLoc. A table covered with food and wine stands in the middle ofthe pavilion, although the drow refuse to partake. Development. ll thc characters kccp their distancc itntl spy on the Zhentarini cnclavc for a fcw minntcs. Gha7rim l'JuLoc, Lorthuun. and six human thugs emerge irurn the nearby vvart-house (area 7b) to meet with the draw rlelegatitm. Before sirnk can negotiate an alliance, Kinyel attacks the beholder,Unless the charartersintervene, Kiny l e ‘capes with 19 hit points remaining. Everyone else killed in the crossfire. If the ('}ILI\'c -ters confront the druw before Ghazritn and Lnrthuun arrive. Sirak orders them to leave at once. if they refuse. she and her warriors attack as Kinyel cuts a gash in the back wall of the pavilion with her sword and finds a place to hide until the beholder appears. It the characters putstte Kinyel. the gargoyle attacks them to protect her. Ghazrim and his entourage arrive 1d4 + 2 rounds after the battle isjoined. Kinyel was forced to leave Menzoberranzan in rlisgracc after failing to assassinatea house rival. Fraz— Urb‘luu's gcm has afflictcd her with a form ofindefinite madness (sce "Madness" in chaptcr 8 of the Dungeon Mast 'r's Guide). Shc is convinced that the gargoyle who gave her the gem is a tncsscngcr from House Druu’giir. and that killing Lnrthuun will redeem hcr.


az— ite rho ilr. 73. ZHENTARIMWAREHOUSE The double doors leading to the Zhentarim warehouse are made of thick zurkhwood reinforced with iron bands. A window slit at eye level allows two human veterans stationed inside the doors to peer out into thc navern.They will not open thc doors to strangers without Cthazrim DuLoc's permission. The doors are barred from the inside. They have AC 15. 80 hit points. and a damage threshold of 10. They can also be forced open with a DC 25 Strength check. The Zhentarim warehouse contains a dozen iron storage sheds tilled with neatly sorted merchandise. Two more sheds serve as quarters tor Ghazrim DuLoc (a human noble) and his guards. Ten human thugs (minus any kiiletl in area 73) are asleep in their bunks but rise quickly ifthe warehouse comes under attack. Lorthuun. a maimed beholder, also gtltlrdsthe wztreliousc. Years ago. Lorthuun got into a terrible tight with a behir and lost four of its eyestalks. Its spherical body is also covered with scars from the hehir's claws and breath weapon. Lorthtiun ltas the statistics of a normal beholder. exccpt lltat it no longer has its sleep. pctrificatioit. disintegration. or death rays. The hehnldefs adjusted challenge rating is 9 (5.000 XP). Ghazrim and Lorthutin both serve the Zlieiitarim. but they rarely see eye, to eye. They bicker and instill each other like an old lnarried couple. and only their dedication to the Blarlt Network keeps them from turning against one another. Born into a wealthy latnily. Ghazriln has the typirally sniarrny demeanor of the Amnian aristocracy etnipletl with El biting SETISL‘. olltumor that he uses to diffuse tense situations, He's not afraid ofa good fight but is averse to attacking a superior force. It he realizes the characters arc in league with the Black Network, he nfiers them ftiotl. wine, and whatever else they need to complete their rri’ sion (soc “Treasure"). Gltazrin-i'sShed. The door in this shed is locked. and Crhazrim ttztrries the only key. In addition to his comfortable hetl. Ghazrirn has a morbid collection of tiny. malformed creaturesin picklejars on LI shelf. Secret Door. A secret door in the west wall opens to reveal a wide tulinel beyond (area 1:). Tlte secret door makes it lol ofnoisc wlten opened, alerting the warehottses occupants StorageSheds. The ontents of the twelve storage sheds are rlescribed below: sited 1 contains tlte Zhents' supplies. consisting ol 2dl0 X 10 pounds of food in the form of dried meats. plucked cl‘tii'kens. fresh fruit and vegetables. and loaves of baked bread. There are also six casks of wine worth 50 gp each. Shed 2 holds ltl10 backpacks. 2dl0 bcdrolls. 2dl0 hlankets, Ztlé climbers kits. and 2d6 |tealer's kits. Shed 3 contains 3d6 hooded lanterns. 3d6 flasks of oil. 3d6 50—l'oot coils of ltempcn rope. 3d6 grappling hooks. and 3d6 tintlerhoxes. Shed 4 holds five crates. each one containing ld2O days of rations. Shed 5 contains 2dl0 empty glass ltottles. 2d6 scroll cases. 2dl0 Copper tankards, 2dl0 iron pdts,2d10 empty sacks. and 2dl0 empty waterskins. GNAIHIM UIJLDL KlNYEL Duuueiiia Shed 6 holds 2dl0 empty wooden chests with iron fittings and 2d10l<to s with keys. Shed 7 contains 2d6 jars of ink. 3dl2 blank pieces of parrhment. 3d6 boxes of candles (12 candles per box). and 2d6 ink pens. Shed 8 holds 3d6 crowbars. 3d6 hammers. and 3d!) miner's picks. Shed 9 is locked. and Cihazrim Du Lot: carriesthe only key. Thc lock IS also trapped with a poison needle (set: ‘I amplc Traps" in chapter 5 ollhe Dungeon Master's Guide). The shed contains 250 pp. 1.800 gp. 3.300 sp. 6.000 cp. and thirty 100 gp gems in a loose pile. Shed 10 contains 3d6 jars of spices worth 10 go each. 2d6 10—p0\lntl sacks ofcinnamon worth 20 go each, and 3d6 boxes of soap (1 2 bars oi’ soap per box). Shed 11 holds four wooden thicken coups. each one containing 1d6 + l liv. , ickens. Sattks olichicken feed are stored on a shellabove the mops. Shed I2 is currently empty. Treasure. Gllazrim Carries 5.1 key that unlocks shod 9. He also wears a gold ring titted with a star ruby (worth 1.000 gp). A detect magic spell reveals that the gem radiates rt faint aura of divination magic. The gems star—sl'tapcd r-ore is a magical compass that guides the rings wearer along the sale. .shortes.t route to Crravenhollow. Ghazrim is aware of the rings property and gives the ring to the characters ifthey claim to be headed that way. LEAVING MANTOL-DERITH if Ghazrim DtlL0t‘ Flies. chtiracters can remove the ring from his dead hand and use it to find their way to Gl’aV6l]l]0llLWV. It the rhararters deduce that Kittycl's gem is responsible for the havoc in MantolrDerilhand inform BEHOLDER EVESTALK5 lftortiiuun is killed. MA otits eyestalks survive irlta(t. Should Peebles the svlrfrleblirl happen upon the belloldefls remains, he uses a flint knife to remove the intact eyestalks, then tucksthem iri his bag for safe delivery to xazaz the Eyemonger (see “Follow-Up Encounters"). r ll\l“'ll R '4 ‘t1 \NTt)l otiitlrlt l1l l


the chief negotiators of this fact. the ones who are still alive are thankful enoiigh to share disturbing news from their lit>m< ettlemwntsof Blingdt-nstnnc.Ciracklstugli. and Merizeherranzan. res i('t'.tiVt‘l_V (see Chapter 10. "Descent into tht‘ Depths FOLLOW-UP ENCOUNTERS _ Having Slfltlls v lit r. e area lc). Pccbles (see area 3b). or Zilchyn Q'Leptin (artfirl 4a) ioin the party can lead to special followup erietiiintersin the vicinity of Mantel Deritli. as tlfist‘,i'il)fitl hrlluw. CRICKET CATCHER If Zilclig, ii Q'l.eptiii is W h the party as it leaves Mant0l— Derith. he insists on iisiting a nearby cave to retrieve his set-,re ash nfpntitms. Zilrh's cave lies one rl.'i_ s travel west of Mantol—Derith. along the same route the rhara tars must travel to reach Graveiihollow The t‘zl\'r‘ is wnrmirlgwitll bats and infested with dozens of giant alhino FHVK‘ Cl'l(‘l(C[’>‘ that t‘ -d on the bat guano. The crickets are as big as halfiinas yet harmless. A happyrgol , y kun-toa named Ougalop is also here, trying to catch the giant crickets in a hornesptin net. When he sees other liitriitlers. Ougalop waves at them and continues with his Cricket cattzhiiig. He poses no il1l‘(‘af and has no interest in joining the party. The ku0—lU2I lives in Sloobludop (see cliaiiter 3) and is blissfully unaware of recent events there. Treasure. On a 30-i0O(—l1lgl‘l shclfoverlooking the rave is an old grick nest. Hidden here are three pntlbiis nfttitali’ . CliI'll|)Il\gil1Cwall to reach the shelf requires a success ul DC 10 Strength (Athletics) check. AMARITHVS Zoo If Sladis Vadirjoincd the party and is still around when the rharacters are ready to leave Mantel Derilh, ht-, offers to guide them to a cavern rotighly eight days‘ travel west of Mantel-Dcrirh.along the same route the tthararters must mi ltt) reach Gravenhollow. Sladis claims that the t':|Vt‘ is home to another member of the Eiiieralii Enclave: It fltvarfnilmtd Aimarllh C0ppet'Veil]. This news will interest i-h;ir;ietcr.s srarching for Amarith on behalfni lVl0I’lS|7! M.1lkln(sct' chapter 8). Amaritli Cnppervein i ii shield tlwnrfveteranwith the following stati ittal mtitlifirzitioris: . alignment is neutral good. tlarkvis-ion out to a range oi’60 feet. Amzirit s rlwarvrn rcsilicncc gives her advantage oti saving throws iigairist poison. and she has resistniice against poison dainage. Awiiziru Corrnznvziu (‘iH\i‘TFl<1 uiwrii mrurli She wields a vvarhaminerinstead ofa lungsword (11:18 + 3 bludgeonillgdamage on a hit. (if ltllo + 3 l>liid— geoning dainage if using the weapon with two hands). Am-.irith's raiern contains 3! dozen stalagmitcs which have beeii htilltivt. ,d out and littt-Ll with iron bars to serve as r‘l'|0n.s!FI' ttag Locked in three ofthcsc cages are a rust monster, a winged kohold, and ti fire snake. Ainarith charges 3 cp per persml to (Our tier min." if the characters ask Atnarith lnjnlll them, she gathers tip her belongings and doesjusi that. lamenting that "the zoo business is tough!" Her gear includes a battkpank. a bedroll. a lantern with no oil. a tinderbnx, an iron pot. ten days oiratiotis(edible tiiiigi), a pniieli eniiiainiiig 3 up. a 50—foot coil of hempen rope with a grappling lionlt tied to one end. a net. a ininer's pick. and a 10—foot pole. XAZ.-\X THE EYE.‘/IONGER If Peebles or the characters harvest L<irthiiiin's cyestalks (see the "Beholder Eyestalks" sidebar). Peehles asks to join the party as it leaves Manl()l— Derith. After traveling with them for a tenday, Peebles urges the characters to deviate from their preferred route. claiming that thcy‘rc dangerously close to a nest of purple worms. Peehles uses this lie to propose an alternate route. It the characters follow this tletour, Peehles leads thcm to thc cavern of Xazax the Eyemnnger. 2) terrifying beholderthat kills others ofits kind and grafts their eycstalks to its body. Peebles heads to Xazaxs cave regardless of whcthcr the characters follow him or not. Xazax's cavern has 2| 30-foot-high ceiling and is unremarkable save for El 20~iot)t-widc. l00—fot>t—dct:p shaft in the middle of the floor. Upon arriving, Peebles calls out. "Master! I've returnetl!" Moments later, Xazax rises up from the shaft. Xazax has eight extra eycstallts grafted to its hotly. giving it a totzil of eighteen. but it can't lire rays [POI]! the grattetl eyes. Ifthe chziractcrs took one or more of LorI|iuun's eyestalks, Pt-ehles demands that the characters surrender them at once. Whether they do or not. xazax becoines cnragetl and attacks. Both Xazax and Peebles tight to the death. Treasure. At the bottom of the beht:lder's shaft. buried among the shattered remains of petrified foes, is a flame tongue longsword.Scaling the shaft requires a sticccssful DC 10 Strength (Athletics) check. xntit we Eviwiorssia DHGALOF


CHAPTER 10; DESCENT INTO THE DEPTHS Hm mg §nr\'ur~(| Nlm1mH)t‘rnh unrl obminéd Glmznm huLm'~ mm. the ad\'(‘n(ur«'r~ and ll1eu‘;fl|vr'~vonlinm‘ on mm (hr I'nrIz-vdark fhnxnmr.ra(|1crvh:un—scaped prmmr-rs Ionkmg for 2 way out. they arr m [hr head of nn Pxpfi-\|m'nn;sr\ f:n'rP mmy m Clmllcngv \‘\hL¢lt‘\'E’r (hr l’m|e=rdark hm lo u|'fm' Vhurh r\Hh1~nur1rHc<c'<*n0noHhr;1dwI\1ure1~frvr mm. rm-um: lar:1r:lyb_\ me <‘har;\r‘rz'r~' uecimm and r::r‘nr.< Thr;«(|\'Pnn|r«-r~’|n\1ncrh:nr'vlrwlinarion INIIR‘ h‘Q‘f‘rH"1£I(V1lh\'Rl‘)'OfGl'.I\'E‘!\1\0Hfi\’\ (we . hapm I1). ulwrr‘ ch:-3 gum mrnrmmmn mm 1.1«~I_\‘ takes rhrm m me Imvrr nu’ Am. hum!‘ 00' 1 he m ‘stvrmus m-ow arrhrnuge \ i7:~r:m T)e=\’ur. Hnwmev. lhf‘ rharm-1er.~ arc fi"Pr‘ In Hxplnrvumlnandwffr-renalp1ar‘r<h(Afore and arm the}. r\'plnrv G1 Ln cnhnflnw and m11n(‘kn.~ secrrm we <'\'H11.~ rnnsmlml in r‘hapl<'r~ 15 through 16 van hP1nH‘r~pr‘r<Fd;\rnrm}£lh(‘ nmn-rm} m llus part nf the arlv<'n1Hrr=. J\ the ulummers unrklof\1Hyunr|er<(and mo newmr‘1mr*('>(hatha\'<‘:\ppr‘arer|inrhv' I mlerrlark. svrknr‘\V;1|Hr‘KmI(1mfnrm;\(Im\.anr1u|l\lnuu‘lyatrrmpl m 1-wave a plan ln end (hr (|£-mun lord fhremn rmmver :sd\v:u\rexncnrthrough ms svrlmn ofrhr arlvmturmsm1purmm,Thv murnr,-\ from '\InnmH‘)z-,rnh to G ';Iwnho1low slmmd um nlvr: sxlffirimxl enc0urw~r.~ and «*h;IHH\{:es for (hr 1 Imracters m reurh 1UIh1rvr‘1 hy[h(‘mnr‘l|1Cy\i~Il uh» «tone mam hhmrv \s fhr ch:«m<'I:‘r\1ra\rel from place In p1arr.r?IPI‘kf0I‘ nlmlmn enanuntrrx 33 normal (me cmpwr Z).1>uls\\':Ap out me crcavure encourmwx w uh ones pn~.~<»,merl in rim \‘hap[r‘v' |d:'::I1_\. the Ch£\l‘EH7lP‘\"~ should br‘ Hlh |<‘Vr:| by the nmc «he, rra<h */mummy‘; weddvng mmpxer 16. ' The Feml \.\e(1(I\nx__ Lmd 15th lrwl for I119 final slmvuclown ;:gzun>1(l1cdemon|0rc|s(sr‘r*t'lmplcv 17 "Agmnsl lhr‘ Dennon Lords"). FELLOW TRAVELERS 1 l1t~c:h:xracIer< imrmlh lmwlrd Ihnmgh [lw 1'm\m1.a.-k as .~. »m1| group pm.;.p~ ioinrd hy a few nr mm rennw prlsrmrn from \'«-1m melvc and mm mun: Ihm um: along the \v:\) \'mL my rcmrn m (hr anhwrr.m»>an m.1m av mc hmld Ufa grrmp 0f;«H1es [hm nugln mmmmbmm nd\enl\|r«"rsrumwnm. (lz‘uFn(lin§: on hnwmanv NPR wrrc rm nmd ‘om Ahr‘ farlinns m c;.u.nam.n (see Chaptrr >1» Tn» rheungtw somc M an» <*muJw(ion<:1v~<'r||)edm“Umlrnlark Tmw-1' in rhnptvr 2.


lip; _ Arncltlm; IN FORCE When dealing with combat between large groups of creatures—ettherthe adventurers‘allies or their toes—you might wish to use the guidelines under “Handling Mobs" in chapters ofthe Dungeon Master‘: Guide. In some cases, you can simply match forces on one side with those on the other and assume they neutralize each othcr— for example, a band ofshleld dwarves fighting tor the adventurers against a band oforcs. During such combat. the force on the losing Side 45 wiped out while the winning force suffers a few casualttes—anywherefrom 10 to so percent—based on how dtthcult you judge the combat was for them. # MARCHING QRDERS The tunnels and passagcs of the Undcrdarlt aren't easy routes through which to load a large group or NPC When the characters set out, have the players de , ‘be how their expeditionary force is arrayed while traveling in single file, two ahreast, and in open formation in widc—open spaces. Also ask the players iiany of the NPCs are scouting ahead or serving as .1 mar guard (see “Scouting,"below) or ifthe larger party remains in close formation at all times. The marching ordcr affects where and hnw difierent encounters might occur. particularly iithcy happen while characters are marching single filo or two abreast. A threat approaching from above. below. or thr flank could strike the middle of the expanded party. making it tiifiicult for the characters at either end to re ch it. Likewise.spellcas rs must be aware of the ztllics around them at all times when casting at-ea spells that don't solely target enemies. TRAVEL PAgl_a _b The pace of Undcrdark travel remains as outltnetl in chapter 2, and the characters move no slower for traveling with Al larger party. Althougha portion oithe expeditionary torce might be mounted on giant lizards. the lizards travel at the pace otthc rest of the party unless they move out ahead. As noted in chapter 2. a last pact‘ makes it harder for characters to spot ambuslters or items or interest. and prevents characters from imaging. A slow pace improvcs chances of foraging. However, even while traveling at a slow pace, the characters and the NP(7s can't use stealth. since they are t(l() large a group to go unnoticed. Stealth is an option only for a smaller scouting party traveling away from the main forcc (see “Scouting"). §I§_vrGA"r1NG while traveling as part of a larger group. the characters have an casier time navigating their way through the Underdark than they did during their initial escape. The characters‘ own experience. plus that of thcir tollnvvcrs. along with maps and other intorrnation they might have acquired in Ctauntlgrym or elsewherc. give all members of the expanded party advantage on any Wisdom (Survival) checks to avoid becoming lost (see chapter 5, "Adventure Environments," of the Dungeon Master's Guido). cl-t.\l»lrtz in l Df.SCt.t\T mm FHL lliLPTl>l< Scourmc H A portion or the expanded party can hrealt ofiin nrder to travel sortie distance ahcad. scouting for the right path wltllc remaining on the lookout for potential hazards. A smaller group might also lag behind. serving as a rearguard watching for threats coming up behind the charartcrs as they travel. NFCs can serve as scouts or members ofa rearguard as the players wish. Some of the adventurcrs might choose to do so as well. A smaller scouting group can make use of stealth to travel unnoticed. lfa random encounter occurs during thejourney, characters in tho scouting party discover it first and can choose whether to avoid or deal with the encounter. If characters in the scouting party notice the encoutt ,r without being seen themselves, they can retreat back to the tnain force to inform the other character imtlarly, ila random encounter escapes the scouting characters‘ notice. the encountered creatures can lie in wait for the rest ofthc characters in order to ambush theln. IN COMMAND No longer a ragtag band of survivors and prisoners, the adventurers are now in command of zl dcdicated force ofNPC followers. In addition to the advantages that brings, the characters must assume leadership roles as they deal with allies who might ttol entirely trust or respect them—or each other. Add in the dangers of the Underdark. along with the unpredictable influence oi demonic madness, and the characters have scveral new tihallcngesthat must be iacetl. PERSONALITIES Although the l\'PCs the characters lcad are ostensibly allie many belong to different factions, and old grudges and ditterenccs in ethos aren’t easily set aside. Persortality cont-licts might arise among the followers in the expanded party, anti the adventurers would be well advised to head oft potential trouble. For example. having Lords’ Alliance troops acting as scouts while kccping Zllrntarinl mert l'I£li'lIZS close at hand will help kccp those r-actions train fighting. HEARTO Dig r<N§ss [it this phase of the campaign. the characters are moving toward the dcmoll lords and their iufiutxrlce rather than away from it. even as tho Underclark sinks deeper into madness and cllaos. The characters will make saving throws against acquiring levels of rnadlless as called for in different encounters and whenever you teel it is appropriate. (see chapter 2 ofthc adventure for more information on madncss.) The NPCs followingthe characters into the Underdark are just as vulnerable to demonic madness. However. rather than make saving throws or track madness levels for each individualNPC, use the Random Events table in this chapter to dctermine when madness appears atnong those followers. Vl/hen tnadness appears among the NPCs, ttse it notjust for its tncchanical effects but to create real


El l ,3. .. complications [or the adventurers. For example. ifthe Random Events table indicates that one member of the expanded party suffers loiig—term madness you might decide to bestow extreme paranoia on th.1tNF'C. In addition in the effect of Wisdom and Charisma checks. that character might believe that the adventurers artactually agents ofthc deinon lords. and are intent ml leading the NPCS to their doom. LOYALTY Having the atlvenlurers trailing an expanded party gives you the opportunity to use the optional loyalty rules in chapter 4. "Creating NoltplayerCharrtcters." of the Dungeon Master's Criiitle. You can track the loyalty scores of groups of NPC uch as those belonging to each faction.rathcr than having to track NPCs individually. The characters must balance the goals and bonds of their followersin order to maintain and improve their loyalty. §RoV1s1oNs The (actions in Gauntlgrym see to it that the expeditionary force is well provisionedwith whatever the t'llarat:ters' expeditionary torce can carry. Food and water aren’t easy to come by in thc Underdark. as the characters know all too well. and supplies must he managed and safegiiardcd. It the expcditioiiary tort-e needs to supplement or replace supplies while traveling. the amounts that characters are able to find become more. important with a larger group to support. See "Foraging" in chapter 5 of the Dungeon Master's Guide. as well as the guidelines in chapter 2 of this adventure. TREASURE Just as they must ensure siiffii-ient supplies [or all the NPCs. the characters need to think about how best to share the spoils of encounters and adventures with their followers. Although the NPCs all a<:t‘0mpal'|_y the adventurers out ofloyalty to their fiiclioiis—and on orders from their stlpcrinrs in Ciatlnllgrym—thL' characters‘ treatment of the NFCs influences the loyalty oftltose lnllowers(luring the mission into the Underdztrk. The characters should come up with some means tor dividingztny treasure. taken on the expedition hetween the NPCs. As long as the division is reasonably fair. most of the followerswill be (‘Dl'Iir‘.l'Il. However. the NPCS will complain if all the choirt-' pieces of [re sure go to the adventurers. The characters might also need to contcnd with the problem of theft, whether NPCS stealing from spoils not yet divided. stealing iroin the adventurers. or stealing from each other. Such theft might be dr' by sheer greed. or it could lie. a maniie 'tation of madness. A bout of long-termmadness could ea ily lead to obsession with particular items oftrcasure—especislly magir itCms—wiih an ubsesscd NPC willing to steal or even kill to obtain them. MArhlTArN1No ORDER The .1d\'t-nturers are in command tiftheir NP? follower. and that means they are responsible for welding together rlisparatr: forces and maintaining discipline. The characters have a hit of an advantage in this regard. in ll1E|l[l'V‘ NPFS placed under their command are all well—trainl'(l faction operatives. not rnvt recruits or mercenaries. However. some ofth ‘e seasoned personnel might question the right at El ragtag hztud oi advcniiirers to rommanrl them. even it their superiors sci-m to trust the player characters. Like-vi se. though the individual tariions are typically disciplined within their mm ranks. members of any faction might bristlt: at having to work alringsidc (much less take orders from) |Tl€lTll)l‘|’S of other factions. CHAIN or COMMAND In addition In deciding how the expeditionary torre is Dl’Eal'\l7i‘Fl1lfi(l EllSil‘llJ\lll"(l(see ".'\/[arcltilig Order. . the players must also institute :| clear rhnin ofcommand. One or more or the adventurers might be the firld commanders ofthc r‘<pr"tll(l€l:l party. while others servc as liciitenaitts. Likewise. the adventurers miglil appoint some oflhe NPCs to ctitnniand pus‘ ions. Without a clear chain of commaiirl. information might not go to the right peoplc. and decisions might not get made qiiirkly enough. or at all. Adding to the rlinllr-nge of maintaining rlisriplitte is lllt‘ t'\'tJr—prese-nt threat of dcmonit‘ madncs growing among the ranks. creating prnhlems even tor. ssonrd Hull professinnztl troops (see "Heart of Darkne. "i. It the expeditionary form‘ is made up otdiverse rnrtioiis. the players also nt'l‘(i to decirlr how much latitude to give those faction. . For example. Zhrntarim nierrenarics might he eager to lnrturtf prisoners for information unless the characters put a stop to it. and menihrrs of the Emerald Enclavemight place a higher priority on maintaining the lialarlce or nature in the llntlerdark than on politicalstruggles. RANDOM EVENTS The iidtenturers must contend \vilh a variety olevents as they lead their forces through the Unrlcrdark. Every other day of travel or camping in the Urttlerdark. an event aiitpmatlt-ally occurs. Roll a d20 and constilt the Random F.VN‘lls table. or rhrtnse a siiitahle event. For the rules on madness see i"haptr>r 2 ofth' adventure and t‘l‘laptcr8. Running the Gaine." in the Dlznéeon 7‘/Insreris Guide. 4 SPLITTING THE PAIITV You can change up the (eel ofthese later chapters ofoiit aflhz Abyss by allowing the players to take on the roles ottheirfaction allies as well as their regular characters. This can range tram letting each player control the overall actions ofthe NFC: in a single Faction. to creating multiple subgroups so that characters can split ortand have their own adventures. while this involves a good deal more coordination among the game group. it can add a lot of detail. intrigue, and interaction to the campaign. Cli.-\PT¥R in l L)l;5(F\T l\llJ rrtt DLPIHS


RANDOM EVENTS d10 Event L2 Battle aftermath 3—6 Creature encounter 7-9 Demon encounter ‘l0—1'l Discipline problem 1243 Disease l4—l5 Madness l6—77 Poisoned NPCs 1349 spelled supplies 20 vanishing NPCs BATTLE AFTERMATH The party stumbles upon the remains of one or more creatures slaughtered by rampaging demons. Roll a dl0 and consult the Corpses table to determine what they find. A thorough search of the area yields no treasure. CORPSES dlo Corpse Present 1 1 dead behir 2-3 ldl dead draw and '|d4 — ‘l dead grant lizards 4-5 3d8 dead giant lire beetles (their glands are no longer glowing) 5-7 2:14 dead gricks 8-9 2d4 dead kuortoa 10 l dead purple worm Roll a d6 and consult the Scavengers table to determine what scavengers, if any, are feasting on the remains. SCAVE N G E R 5 ds Scavengers 1-2 ‘Id3 black puddings 3-4 M4 earrion crawlers 5 ‘ids gnolls and M6 hyenas 6 l otyugh CREATURE ENCOUNTER Roll on the Creature Encounters table in chapter 2 or the Darklake Creature Encounters table in chapter 3. depending on where the party is traveling. DEMON ENCOUNTER Roll a d20 and consult the Demon Encounters table to determine what appears. lfthe characters stumble upon juihlex and flee immediately.the demon lord doesn't pursue or attack them. DEMON ENCOUNTEIIS an encounter 1-4 1d4 barlguras S—8 ma ehasrnes 940 M2 liezrpus ll—l4 ld4 shadow demnns 1543 la: melts 19-20 luiblex (see appendix D) (‘HI\l‘TFl( Itl l)(~~‘L‘l-..Vl l.‘\‘l‘l,\ THE l)Ef'l'liS DISCIPLINE PROBLEM A discipline problem is revealed among tht: NPCs. Roll at d6 and consult the DisciplineProblems table to determine what transpires. DISCIPLINE PROBLEMS d6 Problem l—Z A loud argument that has a 50 percent chance of attracting nearby monsters (roll on the Creature Encounterstable in chapter 2) :74 Theft or dispute overtne division otsporls 5-6 Brawl or othevoutbveak ofviolence DISEASE One or more NFC party members contract a disease. Roll a d4 to determine how many NPCs are affected, then roll a d6 and consult the Diseases table to determine which disease is contracted. See in chapter 8. “Running the Game," in the Dungeon Masters Guide‘ for descriptions ofcackle tever, sewer plague. and sight rot. DISEASES d6 Disease l—2 Cackle fever 3—4 Sewer plague S Sight rot 6 Zuggtmo‘/'5 spores (see chapter 5. “Neverllghtcrave") MADNESS One NFC party member goes tnad. To determine the kind of madness. roll a :16 and mnsull the Madness table below. To determine the madness effect. roll percentile dice and consult the appropriate table in chapter 8 of the Dungeon Master's Guide. MADNESS d6 Madness L3 shortterm madness 4—s Longterm madness 5 Indefinite madness POXSON1-ID NPCs One or more NPC party members are poisoned for 1d10 X 10 hours by eating tainted food or poisonous Underdark mushrooms. Roll 2| rl12 to determine how many NPCs are poisoned in this way. SPOILED SUPPLXES The party's provisions become infested with Undcrdark vermin or infected with sparesthat render them poisonous. Unless the characters have access to ptrrily food and drink or similar mag . the party must dlsposl‘ of 3d6 days of rations. VANISHING NPCs One or more NFC party members go missing and are neverseen again. Roll a A4 to determine how many NPCs vanish in this way. Effortsto find them or magically contact them turn up no trace.


irl; UNDERDARK OUTPOSTS Characters can clear out Underdark areas and crca -. defensible outpo. s where they and their followers can store supplic and take refuge-. To ensure that an outpost isn't overrun and looted. guards must be assigned to the outpost while the eliaracters are away. Uutposts not only allowscouts to easily backtrack through the Untlerdark, carrying messages and informationto the characters’ allies, but also allow atldittonalsupplies and rcinforcetnents to reaeli the expeditionary force with relative ease. Characters without outposts must rely on magic to send m ages or receive supplies and rcintnrcements on e their expeditionaryforce is more than a tefldzly travel away from Matttol—Derith. NEW DOWNTIME ACTIVITY: ESTABLISH_AN_OUTPOST Establishing an Underdark outpost is a new downtime activity available to characters in this adventure, An outpost requires a total of 150 hours of work to build. assuming its location is clear of creatures and hazards. Multiple cllarzlctcrsi-an combinc their effortsto reduce the completion time. Each Underdark outpost is basically a fortified encatnpment. It can take one of the following forms: - A Sfnilli cove, roughly 20 feet square, with one or more gated or barricaded exits . A walled compound, up to 20 feet square. within a much larger cavern - A island with boats or rafts - A hartl—to—reach ledge. pinnacle. or promontory accessed by ladders and/or ropes RETRACING STEPS This section addresses what happens lfthe characters visit places they skipped during their escape from the Undcrdark, and what might have changed or shifttzd in their absence. BLINGPENSTONE If the adventurers eiicuuntcrrd the Pudding King and uncovered evidence of]uil)lex's prcscnce near Blfngdenstonc. they might want to return there to confirm that the svirfneblin settleinent rcmztins safe from the demon lord's influence. Alternatively. if the characters didn't previouslyvisit Bliiigdenstone.news orthc challenges tuned by the deep gnomes can reach them while they travel through the Underdark. Deep gnomc merchants heutled to Mantel‘ Derith bring word of oozes infesting the » ttlement. giving the characters an opportunity to fa e off against the Pudding King. At some point after the Pudding King is dealt with. juiblcx and its servants make their way toward the cavcrns olAraumyc<)s to crash Zuggtinoy‘s wedding (see chapter 16. "The Fetid Wedding"). If the Pudding King is among the survivors. he leads the mad march to confront zuggtmoy and her iuiigal tollovvers. REINFORCEMENTS The deep gnomcs ui‘Blingdenstom~ are valuable allies. In gratitude for the adventurer id. they offer to reinforcc the party's expeditionary torce with twelve deep gnomes. chief Dorbu Diggerniatrock can also be persuaded to lend addititlnal aid and troops, if the heroes present a compelling case. use the intormation in chapter 6 to guide any negotiations or arrangements thr adventurers attempt in make with the svirincblin. T_HE DAl1_KLAKE To move thcir Expeditionary _ force across the Darklake, the characters must build rafts or coracles from Underdark materials. or st, k out duergar nr kutrtoa ferries for hire. Each ferry they find can transport up to eight memhers otthc expeditionary force. Chapter 3 contains information on navigating the Darklake. It the expeditionary force splits up. check for random eiicouiiters with each group separately. FALLEN SLOOBLUDOP ll the characters visit Sluohlntlup.they find the kuoe toa community in ruins. Demogorgon smashed and crushed many of the structures ofthe settlement. killing about halfthe kucrtoa community in the process. The survivors have fallen prey to madness and the prtdations of Undcrdztrk monsters in the time since. Obscene altars and shrines arc everywhere. many of them depicting cleiiients of Demogorgons twisted icoriogrnphy—spiralsand "Y" shapes. twn—head(-rl crcatiires. manta rays. and teiitaclcs. Other shrines show the influence of other demon ltlrtls. including piles of skulls and bones, S(I'al'lg(' maze patterns. spore clouds. and fetid pools ofooze. Contlicts are rapidly rising between the various "sects" that have formed. iiSh1ttISl’laI'lh<’Awakened(see liaoier 1) vi s not killed in a previous chapter of the adventure he characters tind him among sloohludopssurvivors. He is the sole point of calm and reason in the ruined settlement. and the various factions of thc ltii<i—toa show him respect. Shuushar mediates disputcs between the kuo—toa and supervises the allocation oftheir dwindling resources. Even so. the ku0—i0£I monk isn't sure how long he can sustain his people and troop them trom destruction. GRACKLSTUGH if the cliarartcrsvisited Gracklstugh previously. the tluergar response to their return is dictated by the gray dwarves' prior experience with the cliararters. The duergar art-, t‘2luli0uS—if not dowtiriglit alarmed—at the sight ofzin armed expeditionary iorcc from the surface world at their gates. They likely refuse entry to the full party, allowing only a select tew characters into the Darklake: District. lnvisihle duergar guards keep watch on Characters in the City at all times, anti might even infiltrate the expeditionary force, attempting to eavcsdtop on Conversationsto learn the adventurers‘ intentions. tHt\i'TYF\ ttl iit~i.t.~.r l.NTt) IHE orrrits


CHAOS IN TH E CITY The in|'|ut'nt'c of Iht’ dFl‘I\rH\ h>I’(|\ z;row< ever sl mnflvr in Grztrkktttgh Paranoia and frnr arc ramuanl, wnh dlwrgarlmFl'l(’H(hI'\;{[hEI‘nRF|Vf‘SInIh(‘1I‘]1OInS\ttn(I S[l‘()l1E|\01(I.~.ufrztltltn ventm-e mil mm the sn-eet~ mt-n xnvisihly Rumnrx ztbmtnri n( Crrztturt ' rtiw tn the Datklnke. nut! nf scrrct rnuals and ttfl'm'ingsI1\:ttJe In (htdark waten [U ItD})(‘&!.\(‘ rhfm A I\t1IY\ht‘I' nt Foreigners haw‘ rhS£\ppParE(I. ttntt In<‘m'fl1|\glIadE tn tht~ t-in has sltwvrrl aa Ou[<idfiI5tlfipzlfl or stav away. Cul1fii('tbFn.vt=,enrh9 KIil‘[1(‘!‘S ofthr F ztnw and [hr Gt-av (tlmsm thIe\es' gmlrl (‘OIIIES ta 2: httfl. 1ch sin» htnmra tht~ other fur tmttt happelllllga tn the (‘ily of Blades and helimes 11 c n use lht‘ situation to us nr|v;trtt;t;;t~. Keepers turn up drzad. nturrlervtt by nWsLt‘rimIH éI<Sa{Ian[S. Whllr ttt,tt~nts of that 0)’lh‘\‘ HSL‘ \n(‘r$zL-<Ing1_ brtttnt tttetttntht in fcrrm nttt tttttt rhrmnali‘ ths (}r.1_vGhuats or anyone ht=,|trwt‘d [O a.<sut‘mtr with them VVhF[hE‘r tltw tn thr‘ m(F'I'\'EnUr)n ofthv ad\enlurrrs the rcr‘ente\'e|\t.\1nrht‘ Underrlark. nr hrlih. Th(‘n1bErr‘haU{] [hr \’Vyrrn5n11[h knttm that the Kerprrs art‘ :tt»1thet~nteh l‘Ip]H'4‘~>1r\§ hin1.al\(H’1('plolsmlhm thrir ranks and \Vr*:Ikt‘n their DU\.\t'r‘l'. Thnttgh the t1r,ttgtttt knows that he is t-‘fft‘t'rivt‘\ytrapuerI tn thr r:t\'t3rns of Grnrklsmgh etrn tf hr‘, wins his frertltun. hr‘ hungers for H n0r!C[h(‘lt=Sstjusl as he httng tot rrVl‘nK.{L‘ flL'£\n\Sl thnst: who oppose httn DARK P LO T 5 Ifthe t h;H’dt‘n')‘< ipfnd tnttrh llmf‘ tn r.tack1.tttgh. thr_\ hEk‘4’HI\P(‘t!HghY1I['7ln a rush U[(lt‘s\‘I'llr‘[l\t€' events A >ECl’t‘|L1][l;IrI<‘t‘ rut factions willltrt thr Council nfSz\vz\nt< and U16 Kr:-pt vi of thc 1'|.mt(-‘. tlrtvrn by demttnir rnadnrs mrnt-s tn the ronrlusinn that Gracklstuglfs salvatirm hex tn t-limtnatmgThemhrrrhaud bemre he brcomes a hlggrrthrrat. In the pmt-e. -. both {acttuns [flan [O acquire tt nvwand far more pmvnrful patron. Thc dusrgar and tlrrro hatch a S(‘he‘,mr‘ to mcrifice Tttt~tnht=rc|tatttIn. ‘ttTIOfff31‘in§l0Demngttrgnn, ttntvt mg the delnttn nttncc [0 their my and plcctgtttg thrmsclves [0 [hr Pnnrv of Dvmons. A few nfthem r‘\'I‘!'\ have delusmns Ih.iIT they can smnehnw bind or ittflttttntzc the (lemon lord" powcr, or that the Llrmon Innt wtn lead them in t‘0nq|lCrin[1 the whrflr of the Htrlnrdark Nlemmltile. rnrnor< mount that thv draw uH\lr,nznb<‘rt'anzm1ztrrhrhlndthe demrmlr, tnt:ur<ion. Tales rHngrVr0n1lI}Pr|rtM rt‘ 'nr_r a mighty army nf dt‘InUII>IUElS\lJ1]lDOIIil\g hp?“ gone tmthh wmng. A dCl‘n<’)ml‘ nttnpagc ts said to hiivr‘ ncarly tlefilroyfll lhr l_\ flfsplllvrst and cltmrten wtth knowledge‘ nftht‘ SIIUAUOII tn h1(‘nZ0bE'l‘l'€mLtlH arc ufgrcatinIerFsI to all the tat-ttttns r)fCraCkt>lugh. Any (‘vidcnce that the drovt arr r:*s]JnnSvbIE |0r the pn-st-ncr ofthe demon lords flakes tho alrrady blazing ('mbCI‘s of atttttttmty agatnst the dark rlvcs. vuth lhr mun-‘ mthtant [£l('lI0l\a rtffitacklstugh l’}J”lv1gfOI'a rE‘nE‘,\‘\'fi(] war 0f\‘EI]grt’\!l(‘e‘ —~,tt-gttnst MPH/(‘Ih<‘rr;m7,t’»\Il.


MENz9BE1uzAN;AN The characters might decide to vt it Menzoberranmtt before heading to Gravenhollow,either to learn V\l’lEtl the draw know about the. arrival of the. (lemon lords nr to assess their lnvnlveinentin rnct-ill events. MARCH ON MENZOBERRANZAN lithe characters advance their rxpetlitionary fnrre toward the draw L y. word oftheir approach reaches Menzoherranzan two days before their arrival. and the draw dispatch a wt~ll—ttrmet:l defense force to destroy the stlrface dweller Racing zlhelitl or this (lmw lnrre is a high elifrnrn Silveryinonn named Khale. a Draea. A tie, it cover agent olthe Lords‘ Allianrr. Khalessa has h . .n spying on the drow for years— so long. in fact. that her supcrlors are hegiritiingto wonder it shes a detector. Khzilcssa is a loyal allianre spy with the tbllnwihtzstttttst lmodifitizilionsz Khztlessas alignment is neutral. she has darkvision nut to a range ortio (eel. She speaks Cuinnton. Elvish. tmrl Llndnrrnnlmon. Khalessasfey ilnrestry gtv .. her advantage on saving lhruws against being charmed, and rnztgir cant ptit her to sleep. - she can east the dancing Iigltts Cnntrip at will. he owns a hat oidisgitiis which she uses to appear its a female drow whilr in the (‘CIfl'l[)Hll) nl’ drow. :Il‘l(l she wears a piwarwi (see appendix B). KlIi.tlP5Sa urges the characters to turn httt-k. Ifthey don't, she fears that the drow force will cnierwhelm them. Having hltiwn her cmer to warn the L haracters. she asks [0 stay with them until they rant-h Ganntlgrym or an alliance settlement. The leaders of the draw force are a female elite draw warrior narned RyzhirSyniryvvtn and tier Consort. 7! male drowmage rlamcd Velgcir zolonti. They are Joined by {I prisoner in tnanaeles—an unarmed and unarinored male: human knight ufthe Order of the Gauntlt-I unmet] Aljanor Keenhlade.sir Aljanor wt. t-nptured during a surface rttitl months ago. and tilt‘ druw have beaten him such that he has only 3 hit points remaining. Memhers Oi the order traveling in the part ‘s expeditionary lnree recognize Sir Aljzinnr instantly V nrl are surprised: they assumexl he had been killed. Ryzliirvows to execute Aljannr unless the tiliaraernrs withdraw their expeditionary lnrce immctliale,l3 under no circumstance. will she willingly release her prisoner lithe cllaracters reluse to turn back. Ryzllir kills Ahnntir and orders her tiwn force to attack. lfthe rharaeters leave Aljanor behind or allow him to die. members of the party's expcditinnctryforce in league with the Order til the Gauntlet who make it‘ hack to Gatintlgrym report the in 't1e.nt to Sir Lanniver Stray] (see chapter 8). Ryzliir and Velgcir are rnnunted on giant riding lizards(see the. end of chapter 8 for statistics). and Aljanor rides hehind velgnr. Ryzlilr eninrnands a three of six drow warriors. twelve bugbear slaves ztnd sixty goblin slaves. 11' all the: draw are killed, [hc gohlinnids flee as tht-ir morale breaks. Sir Aljanor has made his peace with Tyr and expects in die. He is disappointed it good lives are lost in a ’\ A-«Nu Kwxtnt ins Kattesttnntst foolish altPrnpt‘ tn resent‘ hirn. ll he survives. he accepts any nflerto ioin the nnrrv'- perlitlrinarv three and is quirk to assumt‘ it leadership nile. N1e\gsRL1GHT_C}RoVE lfthr rh;trarter=. V‘!‘l’lll'll in l\e\'el'lii;hI Grove. lT|_V('()lIt(lS loyal (ti Srwereiun Bztutrlia tilirltlrling §mo| anrl R\lr‘l'I[JZI(llHnD it‘ they remained behind) try to intercept thcm ltelrtre th arrival and wztril them riff. The mymitids sav thiit rnntters have liierome arrive. and that the rltamcters slltiultl avoid the grove at all rosts. ll lhe arlvcntllrers don't ll‘2lVl* lmmedizitely. six myconid adults. lnttr quaggoth spore servants. and iniir awakened zurkhwonds(see appendix f‘) loyal [ti Sovereign Phyln (‘Ill offthirtr rvlreat. Thu uurrounrl thiL'h.1rriCtPr< and llteirfnllowrrs. offering to escort them In Phyln £l<(l1I‘ sovereigns l'll>ll(lI’F(l quests. Sovereign Phyln is frlrnrllv and offers rill visitors lnnd zmtl drin :however. his nfferinzs art" ptlisrmed. F. (‘ll t~reaturt- that mnstirnt-s the [nod or drink niiist sttci-eed on a DC 13 (‘onsiittltlttn saving ihrnw nr liecome polsontitl l'r»r 8 hmirs. The ( reaturr‘ W rtlsrt uncmtsctous while ptimnllerl in this wa Alw rrr-ztlure that rvmnins unennsrintisiri tll('}_{\'(1v6‘fnI‘ l l’l(l\ll’ or more is afflirterl hy zttgetntov spores. as described in rliapter 5. lfthr characters take Basidias ElllVll‘F and turn back. the mvconid wveretan prntiitses to rontzirl them aqzttn when "the time is ritzhttn oppose 7,ttggtnmy'(as d( triherl in rhilpler lfi. "I hit‘ Fellrl Wcdtllng"). VELKYNVELVE lithe arlventurers return in the clrow nntpnsr where they were imprisoned. the_t linrl Velk_vnvelve under the conininnd or a drow mage nnnietl Servan l.l;ir-ahbar. Six mall? drow rt‘p0rl I0 him. while three more male draw 1ll\\’l one fremttle drow elite warrior have been lockrrl in the slave pen. 1 he prisniiers are amieted with various torms hi indefinite madness (riill on the lnderinite Miidriesslablc in chapter 8 nfrhe Dtiiigron M.-is/et-‘s Cittide). Even Srrvan is beginning to show heightened rnegalomanta and paranntit. sPEinQ enemies t-vt-ryvt here. He has delusinns nlgranrlmir and fantasies nhotn declaring Velkynvelve independent of Menznherrttnzan. rallying followers to his side and eventually topnlingthe ll\atrlar(‘h~ til the great houses. titwitr. l»! ‘ ht:.»i l’\t l\ll Hz: llH'Tll\


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